This dirty cardboard texture seamless high resolution up to 8ktexture authentically captures the organic materiality of weathered, aged cardboard, a composite substrate primarily composed of cellulose fibers intricately bonded with starch-based adhesives. The natural layering of pressed fibers results in a distinct grain orientation and controlled porosity, which manifest as fine surface irregularities and visible fiber strands throughout the texture. The surface finish reveals a slightly rough, matte appearance characterized by patches of dirt, discoloration, and subtle pigment deposits caused by environmental exposure and oxidation. These nuanced details combine to create a realistic, worn look that reflects the natural aging process of cardboard, highlighting its fibrous, uncoated quality and organic composition.
In terms of PBR material channels, the BaseColor/Albedo conveys a muted palette of browns and beige tones accented by darker dirt deposits, which enhance the texture’s authentic aged feel. The Normal map emphasizes the uneven fiber structure and creased folds, breaking up flatness and adding depth. Roughness values are moderately high to simulate the natural matte surface of uncoated cardboard, while the Metallic channel remains minimal, consistent with the organic nature of the substrate. Ambient Occlusion subtly enhances depth within fiber overlaps and crevices, contributing to the texture’s realistic dimensionality. Height and Displacement maps provide fine surface relief, which works effectively with parallax effects in 3D applications, enriching the tactile impression of the fibrous material.
This tileable dirty cardboard texture seamless high resolution up to 8k is optimized for use in diverse projects requiring realistic paper textures, including architectural visualization, game environments, product mockups, and interior staging. Its seamless tiling capability ensures consistent detail across large surfaces without visible repetition, while the ultra-high 8K resolution maintains crisp detail even at close camera distances. This AI-generated texture is fully compatible with major 3D engines such as Blender, Unity, and Unreal Engine, offering reliable and repeatable results in physically based rendering workflows. For best results, it is recommended to avoid extreme UV stretching to preserve fiber detail fidelity and to adjust roughness values to fine-tune light interaction—raising roughness enhances the matte fibrous quality, whereas lowering it introduces a subtle sheen typical of lightly worn cardboard surfaces.
This seamless dirty cardboard texture offers a seamless high resolution up to 8k with an AI-generated dirty cardboard texture seamless high resolution up to 8k, providing an accurate 3D preview for realistic PBR material representation.
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.
