This seamless 3D texture masterfully combines the tactile surfaces of witch hat felt and broomstick wood, rendered in ultra-high 8K resolution with physically based rendering (PBR) techniques. The witch hat felt showcases a densely woven organic fiber substrate, characterized by fine interlacing fibers bound with natural polymer binders, creating a soft yet durable fabric surface. Its subtly uneven porosity and matte finish are captured through finely detailed albedo variations and normal maps that mimic the felt’s fibrous structure. The broomstick wood texture features an aged, weathered hardwood base with visible grain orientation and natural cracks, enhanced by subtle oxidation and wear patterns. This wood surface includes remnants of worn broom bristles, dust accumulation, and delicate cobweb silk accents, contributing to an authentic, tactile impression. The roughness and height maps accurately reflect the contrast between the soft felt’s diffuse scattering and the wood’s slightly polished but rugged finish, while ambient occlusion highlights the depth and crevices within the textures.
Each material’s unique properties are meticulously represented across the PBR channels to ensure photorealistic realism in 3D applications. The BaseColor (Albedo) channel captures the natural color variations of the felt’s muted grayish-black tones alongside the warm, aged browns of the broomstick wood. Normal maps emphasize the felt’s woven fibers and the wood’s grain and small surface imperfections. Roughness maps control the surface reflectivity differences—the felt remains soft and low-gloss, whereas the wood exhibits a moderately rough finish with sporadic polished areas. Metallic values are near zero, consistent with organic materials, while ambient occlusion enhances shadowing in fiber intersections and wood crevices. Height or displacement maps provide subtle depth cues, particularly in the felt’s weave and the wood’s grain relief, ideal for realistic parallax effects.
Designed for seamless tiling, this texture is fully optimized for use in Blender, Unreal Engine, and Unity, making it perfect for realistic Halloween props, costumes, and decorative accessories. The 8K resolution ensures exceptional detail and crispness, allowing close-up renders without loss of fidelity. For practical application, adjusting the UV scale is recommended to match the physical dimensions of the witch hat and broomstick models, ensuring the fiber patterns and wood grain retain natural proportions. Additionally, fine-tuning roughness values can help balance the interaction of light on different surfaces, enhancing the overall authenticity of your 3D witch accessories and Halloween-themed environments.
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.
