This seamless 3D texture represents high-quality gift wrap paper designed with a classic holiday palette of red, green, and gold. The base material simulates a fine cellulose fiber paper substrate, enhanced with a subtle fabric-like weave that adds tactile depth to the surface. The composition suggests a tightly pressed fiber network, combined with adhesive binders that create a smooth yet slightly textured finish. This results in a moderately porous surface that captures light softly, reflecting the feel of premium wrapping paper often used for festive occasions. The ribbon details, shown in both red and green, appear as glossy satin fabric with a finely woven pattern, giving a realistic contrast to the paper’s matte areas.
The geometric form is composed of gently curved folds and creases typical of wrapped gifts, with an emphasis on smooth transitions and slight embossing that simulate the wrapping process. The gold wrapping elements exhibit a subtle metallic sheen achieved through fine metallic pigments embedded in the paper’s surface, providing a polished yet slightly brushed finish that catches light dynamically without appearing overly reflective. The 3D nature of the texture is enhanced through carefully crafted normal and height maps, which replicate the micro-creases and ribbon edges, while the roughness map controls the balance between matte and glossy areas, allowing for realistic specular highlights and soft shadows around folds and ribbon contours.
In terms of PBR channels, the BaseColor (Albedo) map delivers rich, saturated reds, greens, and warm gold tones with natural variation to mimic pigment dispersion on paper fibers. The Normal map encodes fine surface irregularities such as fabric grain and embossed ribbon details, contributing to accurate light interaction. Roughness values vary across the texture, with paper areas showing moderate roughness for a soft matte appearance and ribbons demonstrating lower roughness for a subtle gloss. The Metallic map is primarily used in the gold wrapping zones to simulate metallic flakes within the paper, while Ambient Occlusion enhances shadowing in creases and overlaps, adding depth and realism. The Height/Displacement map captures the raised ribbons and paper folds, enabling convincing parallax effects when applied in compatible render engines.
Rendered at an impressive 8K resolution, this texture ensures exceptional detail and sharpness, suitable for close-up shots and high-quality visualizations. It is fully optimized for seamless tiling, making it ideal for wrapping complex 3D models without visible seams or distortion. This texture is compatible with leading platforms such as Blender, Unreal Engine, and Unity, supporting physically based rendering workflows to achieve photorealistic results. For best results, it is recommended to carefully adjust the UV scale to maintain natural proportions of the ribbon and paper grain. Additionally, fine-tuning the roughness map can help balance the matte paper and glossy ribbon finishes, while blending height and normal maps allows for enhanced surface depth without excessive displacement artifacts.
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.
