The coarse suede texture seamless high resolution up to 8ktexture is a meticulously crafted AI-generated material designed specifically within the leather textures category. Its organic composition simulates the natural granular structure of untreated suede leather, featuring a dense network of fine fibers and a coarse grain orientation that together create a surface both rough and soft to the touch. This texture captures the subtle porosity and fibrous depth characteristic of genuine suede, where fine microfibers are intricately bonded by natural polymer binders. The surface finish emulates the classic matte, slightly brushed appearance typical of coarse suede, enhanced with natural colorants that reflect authentic pigment variations rather than uniform dyes, delivering a rich, realistic leather look that stands out in any 3D preview or render.
In terms of PBR material channels, this tileable coarse suede texture seamless high resolution up to 8k excels in realism and detail. The BaseColor/Albedo channel reveals warm, nuanced tones with soft shadowing that mimic real suede’s varied pigmentation. The Normal map emphasizes the fibrous grain and micro-relief, providing tactile depth and enhancing light interaction across the surface. Roughness maps are carefully calibrated to control the diffuse, non-glossy reflection typical of suede’s matte finish, while Metallic values remain low, reflecting the organic, non-metallic nature of leather. Ambient Occlusion maps accentuate subtle crevices and fiber intersections, adding visual depth, and the Height/Displacement channel further highlights the texture’s uneven, porous structure, making it ideal for close-up and real-time 3D previews in software like Blender, Unreal Engine, and Unity.
Thanks to its exceptional resolution of up to 8k, this seamless coarse suede texture maintains unparalleled clarity and micro-detail even on large UV islands, ensuring high-fidelity results in complex scenes and production environments. It integrates smoothly into modern 3D pipelines, supporting quick look development, architectural visualization, environment art, and concept prototyping with consistent, realistic leather surfaces. For optimal use, it is recommended to carefully scale UV coordinates to prevent visible tiling and to subtly adjust roughness or height map intensity according to lighting conditions and camera distance. This approach preserves the natural variance and tactile authenticity of suede, avoiding artificial uniformity and enhancing overall material grounding across diverse applications.
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.
