Seamless 3d texture pbr 8k dappled fur spotted fur fuzzy skin bristly fur mammal skin fur undercoat tail fur paw pads whiskers free download

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

Preview — Seamless 3d texture pbr 8k dappled fur spotted fur fuzzy skin bristly fur mammal skin fur undercoat tail fur paw pads whiskers

IDseamless-3d-texture-pbr-8k-dappled-fur-spotted-fur-fuzzy-skin-bristly-fur-mammal-skin-fur-undercoat-tail-fur-paw-pads-whiskers
Animal skin
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR texture captures the intricate details of mammalian skin characterized by dappled and spotted fur patterns. The underlying substrate simulates a dense fibrous dermal layer, which provides the foundation for the layered fur structure. The fur itself consists of a combination of soft undercoat fibers and coarser, bristly guard hairs arranged in natural flowing patterns, including tail fur and whiskers that extend outward to add dimensionality. Paw pads are represented with a slightly roughened yet supple epidermal surface, contrasting the surrounding fur with a matte, nearly non-reflective finish. The geometry mimics a fine, irregular grain formed by the overlapping hairs and skin creases, creating a tactile, organic form rather than a repetitive or geometric tile.

From a material composition perspective, the texture emulates a composite of keratinous fibers embedded within a semi-porous dermal matrix. The base color channel (Albedo) features subtle variations of earthy browns, muted tans, and soft grays that replicate natural pigmentation and dappled spotting. The Normal map encodes the fine hair shafts, skin folds, and bristle orientation to enhance light interaction and surface relief. Roughness is carefully balanced to represent the contrast between the slightly oily, fuzzy undercoat and the drier, more reflective bristly hairs, while the paw pads exhibit higher roughness values to simulate their tactile grip. Metallic values remain minimal, reflecting the non-metallic nature of biological materials. Ambient Occlusion adds depth to crevices between fur clusters and skin wrinkles, enhancing realism. Height and Displacement maps provide subtle micro-relief for fur layering and skin surface undulations, supporting parallax effects in real-time engines.

This texture is optimized for use in Blender, Unreal Engine, and Unity, supporting physically based rendering workflows with seamless tiling that enables large surface coverage without visible repetition. The high resolution ensures that close-up renders retain fine fur details and skin textures, essential for photorealistic animal models. For practical implementation, it is recommended to adjust the UV scale carefully to maintain natural fur density and avoid stretching. Additionally, fine-tuning the roughness channel can help simulate variations from wet to dry fur conditions, while blending height and normal maps can enhance depth perception without introducing artifacts during 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.