This seamless 3D texture in 8K resolution showcases an authentic burlap sack surface composed of densely woven natural fibers, primarily jute or hemp, arranged in a crisscross pattern characteristic of traditional burlap fabric. The base substrate is an organic fiber mesh that provides a rough, porous surface, with visible grain orientation that highlights the interlaced cords and individual strands. The twine string detail is crafted from twisted plant fibers, tightly bound and slightly frayed at the edges, reflecting the natural imperfections of hand-tied bindings. This combination of coarse burlap and fibrous twine is rendered with photorealistic precision, capturing the subtle variations in color and texture caused by natural pigments and weathering, including earth-toned beige and muted brown hues enhanced by slight discoloration and wear. The surface finish is matte and unpolished, emphasizing the rustic and tactile qualities essential for country-style and holiday-themed projects.
In terms of PBR channels, the BaseColor map accurately represents the burlap’s natural pigment variations and the twine’s subtle tonal shifts, enhancing realism. The Normal map captures the intricate weave pattern and fiber depth, producing convincing surface relief for light interaction. Roughness values are carefully calibrated to reflect the coarse, fibrous texture of both the sack and twine, providing a non-reflective, matte appearance consistent with organic materials. The Metallic channel is minimal or absent, as these natural fibers lack metallic properties. Ambient Occlusion enhances the depth and shadowing between the woven cords and twine twists, while the Height/Displacement map offers precise elevation data to simulate the tactile relief of the burlap weave and string strands for enhanced realism in close-ups.
This texture is optimized for seamless tiling, ensuring smooth repetition over large surfaces without visible seams, making it ideal for 3D holiday props, rustic gift packaging, and country-style Christmas decorations that require authentic natural materials. Its 8K resolution ensures exceptional detail and sharpness in high-quality renders, fully compatible and ready for use in Unreal Engine, Blender, and Unity workflows. For best results, adjusting the UV scale to maintain the natural scale of the weave and tuning roughness levels can help achieve the desired balance between worn and clean fabric appearances. Additionally, leveraging the height map for subtle parallax effects can enhance the tactile feel of the burlap and twine in interactive or close-up 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.
