This weathered parchment texture seamless high resolution up to 8k offers an authentic representation of aged paper material, meticulously crafted to enhance digital projects with natural detail and complexity. The base substrate mimics organic cellulose fibers typical of traditional parchment, exhibiting subtle grain orientation and moderate porosity that reflects decades of wear and exposure. The surface finish is matte with gentle abrasions and discoloration from pigment degradation and oxidation processes, resulting in a warm, muted palette dominated by off-white, beige, and faint sepia tones. These colorants simulate the uneven absorption of natural dyes and oxide layers, while the weathering effects highlight creases and slight tears, contributing to a believable tactile quality. The texture’s seamless tileability ensures it can be applied repeatedly across large surfaces without visible joins, making it ideal for environments requiring consistent aged paper appearances.
Technically, the texture excels in PBR workflows, with the BaseColor/Albedo channel capturing the nuanced coloration and subtle stains characteristic of weathered parchment. The Normal map encodes fine surface imperfections including fiber grain and microfolds, adding depth and realism under dynamic lighting. Roughness values are carefully balanced to replicate the slightly rough, fibrous finish of parchment, avoiding excessive glossiness while preserving natural light diffusion. As parchment is non-metallic, the Metallic channel remains neutral, while Ambient Occlusion enhances shadowed crevices and worn edges, creating dimensionality. Height and displacement maps emphasize surface undulations, from fine texture to worn spots, facilitating realistic parallax effects in engines like Unreal or Unity. With a resolution reaching up to 8k, this tileable weathered parchment texture seamless high resolution up to 8k ensures crisp detail even on expansive models or close camera scrutiny.
Designed for seamless integration into popular 3D software including Blender, Unity, and Unreal Engine, this AI-generated texture accelerates paper-oriented workflows by delivering a high-quality, repeatable pattern that scales elegantly across diverse digital surfaces. The robust generation process balances crisp detail with controlled noise to avoid artificial artifacts, supporting realistic archviz scenes, game environments, product mockups, and interior staging that require authentic paper textures. To optimize results, it is recommended to fine-tune roughness or normal intensity parameters according to your lighting rig, which helps maintain material grounding and visual coherence in the scene. Additionally, adjusting UV tile scale can enhance the perception of the parchment’s fiber grain and weathering effects, further elevating realism in your 3D preview or final render.
The AI-generated weathered parchment texture seamless high resolution up to 8k offers a detailed and realistic PBR appearance that enhances material authenticity through its seamless weathered parchment texture seamless high resolution up to 8k quality.
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.
