This seamless 3D texture showcases intricately wrapped gifts adorned with festive glitter and subtle holiday sparkle effects, rendered at a stunning 8K resolution for exceptional detail and clarity. The base material resembles high-quality decorative wrapping paper crafted from fine polymer fibers blended with glossy pigments to achieve a smooth, slightly reflective surface. The paper’s base color channel exhibits rich, vibrant hues that bring out the festive reds, greens, and golds, while the subtle embedded glitter particles add a realistic metallic shimmer captured in the PBR Metallic and Roughness maps. Soft adhesive layers bind the glitter particles evenly across the surface, creating delicate dust-like highlights without disrupting the texture’s seamless continuity. The ribbons and bows, composed of a satin-like fabric with a slightly fibrous grain orientation, are rendered with precise Normal and Height maps to emphasize their embossed folds and edges, contributing to the overall tactile realism.
In terms of PBR channel composition, the BaseColor/Albedo map delivers true-to-life colors with minimal saturation loss, ensuring the festive wrapping paper and ribbons appear vibrant under various lighting conditions. The Normal map accentuates the fine embossing and glitter granularity, while the Roughness map balances the glossy and matte areas, replicating the interplay between polished ribbons and the more diffuse paper substrate. The Metallic channel selectively highlights the glitter particles and foil accents, adding depth to the holiday sparkle. Ambient Occlusion enhances shadowed crevices around folds and overlaps, increasing visual depth and realism. Height/Displacement maps are finely tuned to convey subtle surface undulations from the wrapping’s texture and ribbon layers, ideal for photorealistic close-ups.
Designed to tile seamlessly with neutral, flat lighting and no shadows or logos, this texture ensures versatile integration into 3D scenes featuring Christmas presents and festive decoration details. It is fully optimized and Unreal, Blender, and Unity ready, allowing artists to effortlessly apply it to models with consistent quality. For best results, it is recommended to adjust the UV scale to maintain the intricate glitter detail without blurring and to fine-tune the Roughness map to balance sparkle intensity depending on the scene’s lighting setup. This texture’s high fidelity and material accuracy make it an excellent choice for holiday-themed renders, animations, and virtual environments seeking authentic wrapped gifts with a festive, glittering finish.
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.
