This seamless 3D texture showcases a high-quality woven fabric featuring a classic festive plaid pattern that artfully combines rich red, shimmering gold, and deep green hues. The base material emulates a tightly woven organic textile, where natural fibers such as cotton or wool intertwine to create a sturdy yet soft surface. The weave structure is carefully represented with subtle grain orientation and fiber aggregation, revealing the characteristic interlacing pattern typical of traditional woven fabrics. The fabric surface exhibits a slight natural porosity and gentle weathering effects, providing a realistic tactile impression without appearing worn or damaged. A refined matte finish with minimal sheen reflects the typical appearance of holiday textiles, while the colorants—vibrant pigments and dyes—bring out the warm, festive palette with accurate saturation and tonal variation.
Rendered at an impressive 8K resolution using physically based rendering (PBR) technology, this texture captures the intricate details of the fabric’s weave and fiber composition with exceptional clarity. In the PBR channels, the BaseColor (Albedo) map displays the vivid red, gold, and green plaid colors with subtle tonal shifts that mimic dye absorption and fiber blending. The Normal map enhances the perception of depth by simulating the raised weave pattern, while the Roughness map controls the fabric’s soft, diffuse reflection, avoiding unnatural glossiness. The Metallic channel is appropriately set to zero, reflecting the non-metallic nature of textile fibers. Ambient Occlusion adds realistic shadowing in the weave intersections, and the Height (Displacement) map accentuates the tactile relief of the woven threads, contributing to enhanced surface realism in close-up renders.
Designed to tile seamlessly, this festive plaid fabric texture ensures a continuous and uniform pattern without visible borders or repetition artifacts, making it ideal for a wide range of holiday-themed applications. It is fully optimized and ready for use in popular 3D software such as Blender, Unreal Engine, and Unity, supporting realistic material setups and advanced shading workflows. For practical use, when applying this texture, adjusting the UV scale to match fabric grain size can significantly improve authenticity, while fine-tuning the roughness channel helps achieve the desired fabric softness or crispness depending on lighting conditions. The height map can also be leveraged for subtle parallax effects, enhancing the depth perception of the woven threads in interactive or close-up scenes.
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.
