This seamless 3D texture showcases a meticulously crafted warm wool mittens knit fabric, designed to replicate the authentic tactile softness and cozy warmth of natural wool fibers. The base substrate is an organic wool textile, featuring tightly interlocked yarns that form dense knit patterns enhanced by soft faux fur trim details along the edges. This combination creates a rich surface with subtle fiber orientation and natural porosity typical of hand-knit mittens, lending a distinctive depth and realism to the fabric’s surface. The warm wool material is dyed with muted earth tones, captured in the BaseColor/Albedo channel to convey the natural pigments of the wool fibers without artificial saturation. The texture’s surface finish is matte with a slight fuzziness from the wool and faux fur, reflected in the Roughness channel as a finely varied map that simulates the diffuse light scattering characteristic of soft textiles.
Rendered in full 8K resolution and utilizing physically based rendering (PBR) workflows, this mittens knit texture is optimized for performance and visual fidelity in real-time engines such as Unreal Engine, Blender, and Unity. The Normal map accurately encodes the intricate knit stitches and raised fiber details, providing realistic surface relief that enhances light interaction at close range. The Height/Displacement channel supports subtle parallax effects, emphasizing the pronounced knit loops and the plush faux fur trim for added dimensionality. Ambient Occlusion is finely tuned to highlight the natural shadowing within the knit crevices, improving perceived depth without introducing harsh shadows. As expected for organic textile materials, the Metallic channel remains close to zero, consistent with the non-metallic nature of wool and fabric fibers.
This texture tiles seamlessly, ensuring natural repetition without visible borders, making it ideal for detailed garment models, festive winter clothing, and cozy holiday-themed accessories or decor scenes. The neutral flat lighting setup used during texture capture preserves photorealism by avoiding directional shadows or text overlays, allowing artists to apply custom lighting in their projects. For best results, it is recommended to adjust the UV scale to maintain the natural knit stitch size relative to the model, and to fine-tune the roughness map to balance softness and fabric reflectivity according to the environment’s lighting conditions. This warm wool mittens knit seamless 3D PBR texture delivers both the aesthetic charm and technical precision required for high-quality winter textile visualization and design workflows.
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.
