Seamless 3d texture pbr 8k fragmented shattered woven interlaced concentric spiral tessellated layered multilayer free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Seamless 3d texture pbr 8k fragmented shattered woven interlaced concentric spiral tessellated layered multilayer

IDseamless-3d-texture-pbr-8k-fragmented-shattered-woven-interlaced-concentric-spiral-tessellated-layered-multilayer
Abstract
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D PBR texture, rendered at an impressive 8K resolution, presents a complex interplay of fragmented and shattered elements fused with woven, interlaced structural motifs. The underlying material suggests a composite substrate resembling layered textile fibers tightly bound with a subtle resinous adhesive, creating a durable yet flexible base. The interlacing pattern echoes a concentric spiral formation, tessellated to form a continuous, multilayered surface that mimics the intricate geometry of woven fabric combined with fractured glass-like shards. This combination produces a dynamic visual depth, where the fragmented components appear to rest atop or weave through the more organic, fibrous layers beneath, offering an abstract yet tactile feel suitable for high-fidelity 3D environments.

The material composition implies a blend of natural fibers—such as linen or hemp—interwoven with synthetic threads, bonded by a semi-matte polymer binder that provides moderate surface rigidity without sacrificing texture detail. The fractured and shattered visual cues hint at subtle surface porosity and micro-fractures, contributing to the roughness variation mapped in the PBR channels. The base color, or Albedo map, captures muted earth tones interspersed with cooler grays, replicating the natural dye pigments and synthetic coloration found in layered woven materials. The Normal map intricately details the raised and recessed elements of the shards and fiber intersections, enhancing the three-dimensionality of the spiral tessellation. The Roughness map intelligently balances between smooth, polished shards and the softer, fibrous underlayers, while the Metallic channel remains minimal, reflecting the predominantly organic origins of the material with slight specular hints from resinous binders.

Ambient Occlusion and Height maps further enrich this texture by emphasizing depth in the layered structure and subtle shadowing between overlapping fibers and fractures, creating a realistic sense of volume and separation. The texture’s surface finish evokes a blend of matte and semi-gloss characteristics, reminiscent of lightly polished woven composites that have undergone minimal weathering, preserving intricate details without excessive shine. This texture is optimized for seamless tiling, ensuring that the concentric spiral and tessellated patterns continue fluidly across surfaces, ideal for use in Blender, Unreal Engine, and Unity projects that demand high-resolution, photorealistic materials.

For practical application, it is recommended to fine-tune the UV scale to maintain the integrity of the intricate woven and shattered details without overly stretching the pattern. Adjusting the roughness map can help balance the interplay between the matte fibrous base and the semi-glossy fractured shards, while blending Height and Normal maps can enhance the perceived depth for close-up renders, particularly when working with parallax or displacement shaders. This approach ensures the texture’s abstract yet structured form is rendered with maximum realism and visual impact in diverse 3D 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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.