Seamless 3d texture pbr 8k reindeer fur plush fabric christmas stocking velvet fabric free download

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

Preview — Seamless 3d texture pbr 8k reindeer fur plush fabric christmas stocking velvet fabric

Texture Info

IDseamless-3d-texture-pbr-8k-reindeer-fur-plush-fabric-christmas-stocking-velvet-fabric
CategoryMerry christmas
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D PBR texture captures the intricate material qualities of a festive Christmas stocking crafted from plush reindeer fur and rich velvet fabric. The primary substrate is a dense textile base, combining natural fibers reminiscent of reindeer fur with a soft velvet weave. The fur fibers create a subtle, directional pile that adds depth and tactile softness, while the velvet fabric presents a smooth, slightly reflective nap with a characteristic fine grain. The geometric form is defined by a tightly woven textile pattern underneath the plush pile, with gentle undulations and sculpted folds typical of a filled stocking. The texture includes decorative elements such as scarlet fabric panels, red and green ribbons with a satin sheen, and fine gold glitter particles that introduce a delicate sparkle effect, simulating metallic flakes embedded on the surface.

Compositionally, the substrate consists of interlaced natural and synthetic fibers, providing a robust foundation with moderate porosity that allows for a plush, cushioned feel. Adhesive binders secure the glitter particles and maintain the integrity of the embroidered ribbons, while the velvet’s pile is formed by densely packed filament yarns. The surface finish varies across elements: the velvet areas exhibit a soft matte luster with subtle anisotropic reflections; the reindeer fur shows a slightly rougher, fibrous texture with directional normal variations; ribbons have a smooth satin finish with a moderate specular highlight; and the gold glitter particles contribute a localized high-metallic reflectance. Weathering effects are minimal, preserving the fresh and clean appearance typical of holiday decor.

In the PBR workflow, the BaseColor (Albedo) map accurately renders the rich reds, greens, and natural fur tones without baked lighting, preserving true color fidelity. The Normal map captures the complex fiber directionality of the fur and velvet pile, as well as the subtle fabric folds and ribbon embroidery. The Roughness map differentiates the soft matte velvet from the semi-gloss ribbons and the highly reflective glitter, creating realistic light diffusion and specular highlights. The Metallic map isolates the gold glitter particles, assigning them a high metallic value for authentic sparkle. Ambient Occlusion enhances depth in textile creases and under ribbon overlaps, while the Height/Displacement map provides fine surface relief, emphasizing fiber clumps and fabric folds for enhanced realism.

This texture is rendered at an 8K resolution, ensuring exceptional detail suitable for close-up renders in Blender, Unreal Engine, and Unity. Its seamless design allows for large surface applications without visible tiling artifacts, ideal for wrapping complex models such as winter clothing or holiday ornaments. For practical usage, it is recommended to adjust the UV scale to match the model’s intended size, and to fine-tune the Roughness channel to balance between the plush velvet softness and the sharper glossiness of the ribbons and glitter. Additionally, blending the Height map with Normal details can enhance parallax effects in real-time engines, adding dimensionality to the plush fabric’s surface.

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.