This seamless 8k PBR 3d texture showcases a richly detailed red knit fabric surface, characteristic of warm holiday sweaters designed for cozy winter apparel. The base material is a soft, organic polymer yarn composed primarily of intertwined fibers that simulate natural wool or acrylic blends. These fibers are tightly bound through knitting techniques, creating a dense yet flexible textile substrate. The surface finish is matte with subtle variations in fiber thickness and orientation, enhanced by natural colorants—primarily red pigments and dyes—that provide vibrant yet authentic tonal shifts throughout the fabric. This results in a realistic portrayal of the sweater’s surface, including minor wear and natural fuzziness that evoke a tactile, inviting warmth typical of festive clothing.
In the PBR workflow, the BaseColor (Albedo) channel captures the rich red hues and subtle color variations from the dyed yarns, while the Normal map intricately defines the knit pattern’s raised loops and interlocking stitches, emphasizing the three-dimensional fiber structure. The Roughness channel reflects the soft, matte finish of the knit fabric, controlling light diffusion to avoid unwanted shininess, while the Metallic channel remains near zero due to the organic, non-metallic nature of the textile. Ambient Occlusion enhances depth perception within the knit’s recesses, and the Height/Displacement map accurately represents the fabric’s slight surface undulations and stitch relief, adding physical realism to close-up renders. This texture is optimized at an 8k resolution, ensuring crisp detail even on large-scale garment models or close camera views.
Designed for seamless tiling with subtle micro-variations, this red knit texture is fully compatible and unreal blender ready, making it ideal for 3d clothing models, festive textile simulations, or holiday-themed decoration elements in Blender, Unreal Engine, and Unity projects. The flat, neutral lighting setup used in the texture capture highlights fine knit details without shadows or glare, providing a versatile base for various lighting environments. For best results, it is recommended to adjust the UV scale to maintain the natural stitch size typical of sweaters and to fine-tune the roughness parameter slightly higher in-game to preserve the fabric’s soft, diffuse appearance under different lighting conditions.
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.
