This seamless 3D texture is expertly crafted at an ultra-high 8K resolution, designed specifically to replicate the authentic look and feel of matte rough coarse grain ABS plastic surfaces commonly used in furniture applications. The base material is acrylonitrile butadiene styrene (ABS), a durable polymer known for its strength, impact resistance, and ease of molding. Its composition includes a monochrome color palette achieved through finely dispersed pigments, emphasizing the surface’s subtle depth and natural grain orientation. The texture’s coarse grain aggregates and slight porosity simulate ABS’s characteristic tactile roughness, while a matte finish minimizes specular highlights and reflections, resulting in a soft, diffused appearance that enhances realism in industrial or rugged furniture designs.
From a materials perspective, this texture captures the interplay of ABS plastic’s polymer matrix and embedded coarse particles that create a balanced surface roughness and durability. The PBR workflow channels are meticulously mapped: the BaseColor/Albedo channel presents a neutral monochrome base with subtle variations reflecting natural pigmentation; the Normal map conveys fine grain details and chemical etching effects that add micro-surface complexity; Roughness is calibrated to reflect the matte, non-glossy finish, reducing reflectivity while preserving tactile variance; the Metallic channel remains near zero, consistent with non-metal polymers; Ambient Occlusion enhances depth perception by emphasizing crevices and dust accumulation; and Height/Displacement maps simulate surface irregularities, giving a convincing 3D relief. This comprehensive channel setup ensures photorealistic rendering in Blender, Unreal Engine, and Unity with seamless tiling for versatile application.
Practical use of this texture benefits from careful UV scaling to maintain the coarse grain’s natural proportion and prevent distortion, especially on large furniture surfaces or plastic panels. Adjusting the roughness parameter in your shader can fine-tune the tactile quality from softly matte to slightly more polished, depending on lighting conditions and stylistic preferences. The high-resolution 8K detail preserves crispness even in close-up renders, making it ideal for product visualization, architectural visualization, and game asset texturing where realistic plastic finishes are essential. Overall, this seamless ABS plastic texture combines material authenticity, durability, and visual depth in a PBR-ready format tailored for modern 3D workflows.
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.
