This decorative cardboard texture seamless high resolution up to 8ktexture captures the organic complexity and subtle irregularities of classic cardboard material with exceptional detail. Its base substrate is composed of compressed cellulose fibers derived from wood pulp, bound together by natural adhesives and resins, creating a fibrous yet sturdy surface. The texture reflects the characteristic grain orientation and layered structure of cardboard, where the interlaced fibers provide moderate porosity and a slightly rough finish. The surface appears matte with faint variations in tone due to natural colorants—typically light brown pigments and iron oxide traces—resulting in a warm, earth-toned BaseColor/Albedo channel that faithfully conveys the material’s authentic appearance. The Normal map highlights the subtle ridges and creases of the fiber weave, enhancing the tactile realism without overwhelming detail.
In terms of PBR channels, this tileable decorative cardboard texture seamless high resolution up to 8k offers a balanced Roughness map that simulates the semi-porous, slightly uneven surface characteristic of untreated cardboard, providing diffuse reflections without gloss. The Metallic channel remains near zero, as cardboard is an organic, non-metallic material. Ambient Occlusion subtly accentuates the fiber intersections and minor depressions, adding depth and realism in 3D scenes. Height/Displacement information is finely tuned to represent the modest surface relief and layering, useful for enhancing parallax effects or subtle geometry displacement in real-time engines and cinematic renders. This ai texture decorative cardboard texture seamless high resolution up to 8k is optimized for seamless tiling, ensuring no visible seams across large surfaces, making it ideal for large-scale paper textures in environment level dressing or material studies.
Designed for compatibility with Blender, Unity, and Unreal Engine, this high resolution up to 8ktexture integrates effortlessly with minimal setup, allowing artists to incorporate it directly into PBR workflows. For best results, it is recommended to maintain consistent UV scale across assets to prevent pattern distortion. Adjusting roughness values can help tailor the surface reflectivity for different lighting scenarios, while careful use of the Height/Displacement channel can add convincing depth without excessive polygonal cost. This decorative cardboard texture seamless high resolution up to 8k not only offers visual authenticity but also practical versatility, making it a valuable resource for creators seeking high-quality paper textures with a natural, handcrafted feel in their 3D previews and real-time 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.
