Seamless 3d texture pbr 8k pine cones christmas wreath red ribbon gold ribbon free download

Texture. Formats: WEBP, PNG . License: Free for personal & commercial use.

Preview — Seamless 3d texture pbr 8k pine cones christmas wreath red ribbon gold ribbon

Texture Info

IDseamless-3d-texture-pbr-8k-pine-cones-christmas-wreath-red-ribbon-gold-ribbon
CategoryMerry christmas
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture presents a richly detailed pine cone and Christmas wreath composition, rendered at an impressive 8K resolution ideal for photorealistic applications. The primary material is natural pine cones, exhibiting a complex geometric form characterized by overlapping woody scales arranged in a spiral pattern. These cones are embedded within a dense evergreen wreath substrate, composed of interwoven pine needles and branches, creating a tightly packed, organic base. Decorative red and gold ribbons with a satin-like finish weave throughout the wreath, adding vibrant color contrast and a smooth, reflective surface that complements the rough texture of the pine cones.

From a materials perspective, the pine cones’ surface is rugged and fibrous, with subtle porosity reflective of natural weathering and age. The bark-like scales feature a matte, slightly rough finish, captured through the roughness map to convey irregular light diffusion and tactile depth. The wreath’s pine needles exhibit a fine linear grain with a semi-gloss finish, while the red and gold ribbons are modeled with a smooth, almost silky surface, incorporating subtle metallic properties on the gold elements. The texture’s base layer simulates the organic plant matter substrate, bound by natural resin-like adhesives that hold the pine needles and cones together, contributing to the composite structure’s overall cohesion and depth.

In terms of PBR channel mapping, the BaseColor (Albedo) map faithfully reproduces the natural browns of the pine cones, the deep greens of the pine needles, and the vibrant reds and metallic gold hues of the ribbons, all rendered with precise color fidelity. The Normal map captures the intricate relief of the woody scales, needle clusters, and ribbon folds, enhancing surface detail and realism. Roughness varies across the texture, with high roughness values on weathered pine cone surfaces for diffuse light scattering, and lower roughness on the ribbons to simulate their glossy finish. Metallic properties are selectively applied to the gold ribbon elements to emulate their reflective metal characteristics. Ambient Occlusion emphasizes the tight crevices between scales and needle clusters, while the Height/Displacement map enables subtle parallax effects that enhance depth perception when applied in 3D environments.

This texture is optimized for use in Blender, Unreal Engine, and Unity, offering seamless tiling that supports large-scale environment creation without visible seams or repetitions. The 8K resolution ensures exceptional detail even at close camera distances, making it suitable for high-quality renderings and real-time applications alike. For best results, it is recommended to carefully adjust the UV scale to maintain natural proportions of the pine cones and ribbons. Additionally, fine-tuning the roughness map can help balance the contrast between the matte organic materials and the glossy ribbons. Combining height and normal maps through parallax occlusion mapping can further enhance the three-dimensional feel of the wreath, especially in interactive 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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.