This seamless 3D texture showcases a high-fidelity rubberized soft touch surface crafted from polyethylene, engineered specifically for premium furniture plastic elements that demand tactile comfort and durability. The base substrate is a polymer matrix of polyethylene, renowned for its flexibility and resilience, enhanced by fine-grain micro bumps that create subtle surface irregularities. These micro bumps improve grip and introduce anti-slip properties, making the texture particularly suitable for frequently handled parts such as chair arms, table edges, and other furniture components. The neutral color scheme, achieved through carefully balanced pigmentation, allows this texture to blend effortlessly into diverse design environments without overpowering other materials. The surface finish mimics a soft matte rubberized coating with a slight sheen, replicating a natural soft touch feel that is pleasant to the hand while maintaining resistance to scratches and wear over time.
In terms of Physically Based Rendering (PBR) channels, the BaseColor/Albedo map carries the subtle neutral pigments responsible for the texture’s understated tone, ensuring compatibility with a wide range of lighting setups. The Normal map accurately encodes the micro bump detail and soft undulations, providing realistic light interaction and depth perception without visible seams. Roughness maps define the soft, diffused reflection characteristic of rubberized surfaces, avoiding harsh glossiness while maintaining a tactile matte finish. Metallic values are kept minimal, consistent with polyethylene’s non-metallic nature, while the Ambient Occlusion map enhances shadowing around micro features to add depth and realism. The Height/Displacement channel gently exaggerates the micro bumps for added dimensionality when used with parallax or displacement in rendering engines.
Rendered at an exceptional 8K resolution, this texture ensures crisp detail even at close camera distances, making it ideal for high-quality visualization workflows. It is fully optimized and ready for seamless integration into Blender, Unreal Engine, and Unity projects, streamlining the process for artists and designers working in furniture visualization, product design, or architectural scenes. For best practical results, it is recommended to adjust the UV scale to balance the micro bump density according to object size, and to fine-tune the roughness map intensity to achieve the right level of softness and tactile realism in different lighting conditions. This approach guarantees a convincing rubberized soft touch polyethylene finish that not only looks photorealistic but also conveys the material’s inherent comfort and durability.
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.
