This worn synthetic leather texture seamless high resolution up to 8k is a meticulously crafted AI-generated material designed to authentically replicate the intricate characteristics of synthetic leather that has naturally aged and worn over time. The base substrate is a polymer-based composite composed of layered synthetic fibers and specialized binders that mimic the flexibility and durability of traditional leather while excluding organic components. The surface reveals subtle abrasion patterns, fine micro-cracks, and a distinct grain orientation that reflects the directional alignment of the synthetic fibers. Enhanced pigments create a muted, slightly faded color palette typical of prolonged use, while the semi-matte finish balances a soft sheen with surface roughness caused by weathering and mechanical stress. This combination results in realistic porosity and fine surface irregularities that bring the texture to life with natural wear effects.
These material qualities are precisely conveyed across the PBR channels to support realistic rendering workflows. The BaseColor (Albedo) map captures nuanced color shifts and pigment fading, highlighting the worn synthetic leather texture seamless high resolution up to 8k with vivid detail. The Normal map encodes the fine grain structure and wear-induced surface disruptions such as micro-cracks and abrasion marks. The Roughness map expertly balances the interplay between polished, slightly glossy areas and matte, scuffed regions, enhancing tactile authenticity. The Metallic channel remains minimal, consistent with the non-metallic nature of synthetic leather, while the Ambient Occlusion map adds depth and shadow to creases and folds. The Height/Displacement map subtly enhances surface relief, emphasizing the realistic texture of worn fibers and weathered layers.
Engineered for seamless tiling at ultra-high resolutions up to 8192 x 8192 pixels, this tileable worn synthetic leather texture seamless high resolution up to 8k ensures exceptional clarity and detail retention even on large UV islands. It integrates smoothly with industry-standard 3D software such as Blender, Unreal Engine, and Unity, enabling artists and developers to accelerate leather materials workflows without compromising realism or performance. For optimal results, carefully adjust the UV scale to maintain natural grain sizing relative to your model’s dimensions, preventing visual distortion. Additionally, fine-tuning the roughness map can effectively control the balance between worn matte surfaces and lightly polished highlights, enhancing the material’s visual depth under varied lighting conditions. This thoughtful approach guarantees a convincing, production-ready synthetic leather appearance suitable for applications ranging from furniture upholstery and automotive interiors to character gear in detailed 3D scenes.
This AI texture features a seamless worn synthetic leather texture in high resolution up to 8K, providing realistic leather textures with detailed PBR appearance and a 3D preview for accurate material composition analysis.
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.
