This seamless 3D texture presents a richly detailed combination of pine bark and birch bark surfaces, intertwined with natural wrapping twine and wooden toy elements. The base materials are primarily organic wood substrates: pine bark exhibiting coarse, rugged fissures and layered scales, while birch bark contributes smoother, papery sheets with subtle peeling and horizontal lenticel patterns. These natural fibers and grains create a complex, tactile surface characterized by irregular cracks, fissures, and fibrous strands. The wrapping twine is composed of tightly twisted natural fibers, such as jute or hemp, providing a fibrous, woven texture that contrasts with the rigid bark forms. The wooden toy surfaces add smooth, gently curved planes with fine grain patterns and occasional tool marks, suggesting handcrafted quality. Together, these elements form a laminated, multi-material composition with varied porosity and weathering, from rough bark to polished wood.*
In terms of surface finish, the bark areas display a matte, weathered appearance with subtle roughness variations due to natural wear and environmental exposure. The twine fibers have a slightly fibrous, matte finish with visible strands and occasional fraying, while the wooden toy surfaces exhibit a softly brushed, low-sheen finish that enhances the natural wood grain without glossiness. Pigmentation arises from organic colorants inherent to the materials: warm browns and greys dominate the pine bark, creamy white and light tan shades characterize the birch bark, and muted beige tones define the twine. The wooden toy surfaces show warm honey and caramel hues, emphasizing their handcrafted feel. These color details are accurately captured in the BaseColor (Albedo) map.*
The PBR channels are meticulously crafted to reflect these material properties in photorealistic rendering. The Normal map captures the intricate relief of bark ridges, twine fibers, and wood grain, enhancing depth and tactile realism. The Roughness map varies across materials, with higher roughness on bark and twine to emphasize their coarse texture, and moderately lower roughness on wooden toy surfaces for a subtle soft sheen. The Metallic map remains near zero throughout, consistent with non-metallic organic materials. Ambient Occlusion enhances shadowed crevices in bark fissures and twine overlaps, adding dimensionality. The Height (Displacement) map encodes fine relief differences, supporting parallax or displacement techniques for enhanced surface depth.*
Rendered at an 8K resolution, this texture offers exceptional detail suitable for high-fidelity projects in Blender, Unreal Engine, and Unity. Its seamless tiling capability ensures continuous, artifact-free coverage on large surfaces or complex 3D models, ideal for creating authentic rustic holiday scenes or natural product visualizations. For optimal results, it is recommended to carefully adjust UV scaling to maintain natural bark and twine proportions, and to fine-tune roughness values to balance highlights and shadows realistically. When using displacement or parallax mapping, blending height and normal maps can improve depth perception without excessive geometry, preserving performance while enhancing detail fidelity. This texture’s versatility and material accuracy make it a valuable resource for realistic environmental and prop texturing.*
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.
