This seamless 3D PBR texture in stunning 8K resolution showcases an intricate network of twisted vines intertwined with sharp thorny branches and dark roots, all set against a weathered tree bark substrate. The base material clearly reflects an organic wood foundation, characterized by rough, fibrous bark surfaces enriched with natural porosity and subtle weathering effects. These elements combine with the dense, gnarled vines and thorny branches, which appear as fibrous aggregates with twisted grain orientation, creating a visually complex and tactilely rich surface. The dark roots anchor the composition, adding depth and an earthy tone that complements the muted, natural pigments dominating the color palette. The surface finish is matte and slightly rough, emphasizing the organic authenticity of the material without any artificial glossiness or metallic sheen.
In the PBR channels, this material excels in detail and realism: the BaseColor/Albedo map highlights the rich natural browns, deep greens, and shadowed dark root tones, while the Normal map captures the intricate relief of bark ridges, twisted vines, and sharp thorn edges, enhancing the surface’s three-dimensional feel. Roughness is carefully balanced to reflect the coarse, uneven bark texture without appearing overly polished, while the Metallic channel remains minimal to non-existent, consistent with the organic wood and plant matter composition. Ambient Occlusion enhances the perception of depth in crevices formed by tangled vines and root intersections, and the Height/Displacement map provides precise elevation data that accentuates the twisted, layered structure of the branches and bark, ideal for realistic parallax effects.
Optimized for seamless tiling, this photorealistic texture is fully Unreal, Blender, and Unity ready, making it a versatile asset for creating spooky Halloween forest or haunted woods environments. The neutral lighting setup used in the texture’s capture ensures maximum clarity of detailed surface patterns without distracting shadows or overlaid text, allowing artists to integrate it into diverse lighting scenarios effortlessly. For practical use, adjusting the UV scale to slightly enlarge the texture can help emphasize the thorny branch details, while tuning the roughness parameter can simulate varying moisture levels on the bark and vines, enhancing environmental realism in game or film projects. This texture is an excellent choice for anyone aiming to add authentic, high-resolution natural detail to dark, eerie woodland scenes.
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.
