This seamless 3D texture presents a meticulously crafted matte finish molded plastic surface, designed with a polymer base substrate that mimics the durable, impact-resistant qualities of high-grade opaque plastic commonly used in contemporary furniture manufacturing. The material composition includes a finely tuned blend of synthetic binders and plasticizers that ensure both flexibility and resilience, while subtle grain orientation within the molded surface adds a realistic tactile impression. The texture’s surface finish is soft matte, achieved through micro-etched pigment layers that reduce specular highlights and impart a natural, low-gloss appearance. This finish replicates the look of carefully engineered molded plastic with neutral tones enhanced by subtle colorants embedded in the polymer matrix, simulating a uniform but nuanced surface without visible imperfections or color shifts. The texture’s porosity is minimal, reflecting a compact, weather-resistant design ideal for modern interior applications where aesthetics and durability are equally important.
In PBR workflows, this 8K resolution texture excels by delivering detailed and accurate surface data across all relevant channels. The BaseColor/Albedo map conveys the matte, opaque plastic hues with soft color gradients and fine grain details, while the Normal map captures subtle surface irregularities and molded plastic grain orientation, enhancing light interaction and depth perception. The Roughness map fine-tunes the soft matte finish by controlling reflectivity, ensuring realistic diffuse reflections without unwanted glossiness. A non-metallic value in the Metallic channel correctly represents the plastic’s polymer composition, while the Ambient Occlusion map enhances shadowing in crevices and grain details to boost realism. Height/Displacement data subtly accentuate the molded contours and surface relief, improving the tactile quality of renders. The overall high-resolution, seamless design supports continuous tiling with no visible borders, making it an excellent choice for realistic 3D rendering in Blender, Unreal Engine, and Unity projects.
When applying this texture, it is recommended to adjust the UV scale carefully to maintain the fine grain detail without exaggerating the pattern, preserving the authentic molded plastic appearance. Additionally, tuning the roughness channel can help adapt the matte finish to different lighting environments or design needs, from soft interior lighting to more direct ambient scenarios. This versatile texture is ideal for modern furniture design, offering a functional yet aesthetically pleasing surface that enhances both visual and tactile realism in digital asset creation.
How to Use These Seamless PBR Textures in Blender
This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.
What’s inside the download
*_albedo.png
— Base Color (sRGB)
*_normal.png
— Normal map (Non-Color)
*_roughness.png
— Roughness (Non-Color)
*_metallic.png
— Metallic (Non-Color)
*_ao.png
— Ambient Occlusion (Non-Color)
*_height.png
— Height / Displacement (Non-Color)
*_ORM.png
— Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)
Quick start (Node Wrangler, 30 seconds)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- Press Ctrl + Shift + T and select the maps
albedo, normal, roughness, metallic (skip height and ORM for now) → Open.
The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- Ambient Occlusion (AO):
- Add a MixRGB (or Mix Color) node in mode Multiply.
- Input A =
albedo
, Input B = ao
, Factor = 1.0.
- Output of Mix → Base Color of Principled (replaces the direct albedo connection).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.
Using the packed ORM
texture (optional)
Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- For scale/repeat, add Texture Coordinate (UV) → Mapping and plug it into all texture nodes.
Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.
Recommended starter values
- Normal Map Strength: 0.5–1.0
- Bump Strength: ~0.3
- Displacement Scale (Cycles): ~0.03
Common pitfalls
- Wrong Color Space (normals/roughness/etc. must be Non-Color).
- “Inverted” details → enable Invert Y on the Normal Map node.
- Over-strong relief → lower Displacement Scale or Bump Strength.
Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.
To add the downloaded texture, go to Add — Texture — Image Texture.

Add a node and click the Open button.

Select the required texture on your hard drive and connect Color to Base Color.
