The worn cardboard texture seamless high resolution up to 8ktexture authentically captures the complex organic makeup and aged character of weathered cardboard sheets, making it an outstanding asset for realistic material creation in 3D environments. Cardboard is primarily composed of cellulose fibers derived from wood pulp, which are bonded together with adhesives to provide structural integrity while preserving a naturally porous and fibrous surface. Over time, exposure to moisture, friction, and repeated handling leads to subtle weathering effects such as fiber fraying, compressions, and gentle discoloration. These nuanced details are meticulously rendered in this AI-generated seamless worn cardboard texture seamless high resolution up to 8k, where the BaseColor/Albedo channel reflects muted, earthy tones of faded browns and soft off-whites, enriched by subtle pigment variations that simulate natural dyeing and wear patterns.
The Normal map highlights the fine grain orientation and surface irregularities, emulating the rough, layered paper substrates typical of cardboard. The Roughness channel skillfully balances matte and slightly reflective zones, replicating worn spots and residual adhesive coatings. The Metallic channel remains minimal, consistent with cardboard’s organic polymer-based nature, which lacks metallic elements and ensures accurate PBR compatibility. Additional channels, including Ambient Occlusion and Height/Displacement, emphasize depth by accentuating creases, fiber intersections, and subtle elevations, crucial for photorealistic renders and interactive 3D preview workflows. This tileable worn cardboard texture seamless high resolution up to 8ktexture is designed for seamless integration across modern digital pipelines such as Blender, Unreal Engine, and Unity, delivering high fidelity and flawless tiling performance.
For optimal results, maintaining consistent UV scale across your assets is recommended to preserve texel density and avoid pattern distortion, particularly on expansive UV islands. Fine-tuning roughness values allows customization of the material’s appearance, from dusty matte cardboard to areas exhibiting a slight sheen reminiscent of adhesive residues or varnish layers, enhancing realism. Incorporating this AI texture worn cardboard texture seamless high resolution up to 8k into your material library significantly streamlines paper textures workflows, providing a versatile and reliable solution that minimizes repetitive artifacts often seen in auto-generated patterns. This ensures a polished, cohesive final look for your 3D scenes, architectural visualizations, game environments, and product mockups where realistic surface detail and material layering are essential.
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.
