This seamless 3D texture presents a meticulously crafted arrangement of star-shaped ornaments, traditional Christmas cards, festive bows, and shiny metal bells, all illuminated by softly glowing twinkling lights. The base materials predominantly simulate a combination of polished metals, textured paper, and delicate fabric. The star ornaments and metal bells exhibit a reflective, brushed metal surface with subtle oxidation and wear, rendered through the Metallic and Roughness channels to convey a realistic interplay of light and shadow. The Christmas cards are represented by a fibrous paper substrate, enhanced with fine grain and slight embossing to mimic the tactile feel of cardstock, captured via height and normal maps that emphasize surface detail without disrupting the seamless pattern flow.
The festive bows appear as woven fabric elements, likely satin or velvet, characterized by a smooth yet slightly textured surface finish. This is achieved by controlling roughness values to balance sheen and softness, while ambient occlusion maps enhance the depth around folds and creases, adding dimensionality. Colorants in this texture vary from warm reds and greens of the bows and cards to the cool silvers and golds of the metal components, all accurately represented in the BaseColor channel. The height map subtly accentuates the embossed features on the cards and the layered composition of the bows, contributing to a convincing tactile sensation suitable for close-up renders.
Structurally, the texture features a repeating geometric layout where star ornaments and bells intersperse with rectangular card forms and bow shapes, creating a harmonious pattern ideal for wrapping paper, holiday-themed 3D models, or environment decoration. Porosity is minimal on the metallic surfaces but noticeable on paper and fabric, suggesting a slight roughness and microscopic surface variation that enhances realism. Weathering effects are gentle, maintaining a festive, clean appearance while preventing flatness through nuanced shading captured in the ambient occlusion and normal maps.
Designed at an impressive 8K resolution, this PBR texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring high fidelity and flexibility across various rendering pipelines. The texture’s detailed normal and height maps facilitate advanced displacement and parallax effects, enabling artists to add pronounced depth without sacrificing performance. For practical application, it’s recommended to adjust the UV scale carefully to preserve the detail of small elements like twinkling lights and metal reflections, and to fine-tune roughness parameters depending on lighting conditions to achieve the desired balance between glossiness and matte finishes.
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.
