Seamless 3d texture pbr 8k coarse fur mammal skin fur guard hairs tail fur whiskers mane fur spotted fur dense fur free download

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

Preview — Seamless 3d texture pbr 8k coarse fur mammal skin fur guard hairs tail fur whiskers mane fur spotted fur dense fur

IDseamless-3d-texture-pbr-8k-coarse-fur-mammal-skin-fur-guard-hairs-tail-fur-whiskers-mane-fur-spotted-fur-dense-fur
Animal skin
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR texture represents coarse mammal fur characterized by dense, spotted patterns and layered fur guard hairs that contribute to a natural, tactile surface. The base material imitates animal skin, with a textured epidermal substrate that supports a complex overlay of fibers. These fibers range from thick, coarse guard hairs to softer, dense underfur, combined with anatomical features such as tail fur, whiskers, and mane tufts. The overall geometric form is organic and irregular, mimicking the natural distribution and orientation of hairs on a mammal’s body, with subtle variations creating depth and realism without repetitive tile artifacts.

From a materials perspective, the substrate simulates slightly rough, leathery skin beneath the fur, exhibiting subtle porosity and fine grain that is typical of mammalian epidermis. The fur strands act as fibrous aggregates, densely packed and variably oriented to replicate natural hair layering and thickness. Colorants are applied in complex spotted patterns, blending shades of brown, beige, and black to produce a mottled appearance. The surface finish is matte with low specularity, reflecting the soft, diffuse light scattering through fur fibers rather than sharp highlights. Weathering is minimal, preserving a healthy, natural coat look with no excessive wear or damage.

In the PBR channels, the BaseColor (Albedo) map captures the intricate spotted pigmentation and subtle color gradients across fur and skin. The Normal map encodes fine surface details and hair directionality, enhancing the 3D relief of individual fur strands and skin texture. Roughness values are carefully tuned to reflect the soft, non-metallic nature of fur, with slightly higher roughness on the skin substrate and slightly lower on polished whiskers and glossy guard hairs. The Metallic channel remains at zero, consistent with organic, non-metallic material. Ambient Occlusion emphasizes shadowed areas between dense fur clusters, adding depth and realism. The Height/Displacement map supports subtle parallax effects, conveying volumetric fur thickness and skin undulations.

This texture is fully optimized for high-fidelity rendering workflows across Blender, Unreal Engine, and Unity, leveraging its 8K resolution to maintain exceptional detail even on close-up views or large surface areas. The seamless tiling ensures continuous coverage without visible joins, suitable for character models, wildlife simulations, and environmental assets. A practical tip for users is to adjust the UV scale to match the model’s fur density and use roughness blending to differentiate between soft underfur and stiffer guard hairs, enhancing material realism. Additionally, combining height and normal maps can improve depth perception, especially in real-time engines supporting parallax occlusion mapping.

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.