The Patterned Cowhide Texture Seamless high resolution up to 8ktexture showcases a meticulously crafted organic material derived from natural cowhide leather. This texture captures the intricate grain orientation and fibrous structure characteristic of premium leather, with subtle variations in porosity and wear that reflect authentic aging and use. The surface finish presents a semi-matte, brushed appearance with natural pigment variations and dye saturation, highlighting the leather’s warm, earthy tones enhanced by slight oxide layers. Adhesive elements binding the collagen fibers are implied through the texture’s detailed microstructure, giving the material a realistic tactile depth. This careful blend of organic components results in a seamless patterned cowhide texture seamless high resolution up to 8k ideal for applications demanding both visual fidelity and physical plausibility.
In PBR workflows, this tileable patterned cowhide texture seamless high resolution up to 8k excels in replicating leather’s nuanced visual properties. The BaseColor/Albedo channel conveys the rich, variegated coloration and natural pigment distribution, while the Normal map captures the fine grain and subtle embossing inherent to cowhide. The Roughness map balances smooth and rough areas, indicating polished patches alongside more weathered, matte sections. The Metallic channel remains near zero, reflecting leather’s organic non-metallic nature, whereas Ambient Occlusion enhances depth perception around creases and folds. Height and Displacement maps add dimensionality to replicate the leather’s tactile surface, making this ai texture patterned cowhide texture seamless high resolution up to 8k particularly effective for detailed 3D preview and realistic material reproduction.
Designed for seamless integration, this high resolution up to 8ktexture performs flawlessly in Blender, Unity, and Unreal Engine environments, facilitating rapid iteration and look development. Its clean, repeatable pattern scales elegantly across large surfaces without visible seams, making it ideal for environment art, architectural visualization, and concept prototyping where high-quality leather textures are required. For optimal realism, adjusting the roughness intensity and fine-tuning the normal map strength to match your scene’s lighting setup is recommended. Additionally, carefully controlling the UV scale can prevent repetitive pattern artifacts, ensuring the patterned cowhide texture seamless high resolution up to 8k remains natural and immersive in any 3D project.
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.
