Seamless 3d texture pbr 8k smooth hide thick skin glossy skin mammal skin fur undercoat tail fur whiskers free download

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

Preview — Seamless 3d texture pbr 8k smooth hide thick skin glossy skin mammal skin fur undercoat tail fur whiskers

IDseamless-3d-texture-pbr-8k-smooth-hide-thick-skin-glossy-skin-mammal-skin-fur-undercoat-tail-fur-whiskers
Animal skin
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR texture represents the intricate surface of mammalian skin, characterized by a smooth, glossy hide layered over thick, resilient skin. The base material is a dense collagen-rich dermal substrate providing structural integrity and subtle elasticity. Embedded within this substrate is a fine fur undercoat, composed of tightly packed keratin fibers that create a soft, insulating layer beneath the skin’s surface. The texture captures the natural variation in fiber density, contributing to a semi-porous appearance that subtly diffuses light while maintaining overall smoothness. A slight sheen results from natural skin oils, giving the surface a polished finish that enhances reflectivity without appearing artificial or plastic-like.

Structurally, the texture conveys a gently undulating organic form, with shallow ridges and valleys mimicking the natural grain and fold patterns found in animal hides. Tail fur and whiskers are integrated as fine, elongated fibers that protrude delicately from the skin, adding realistic anatomical detail and complexity. These features create micro-geometry that is effectively represented in the normal and height maps, enhancing depth perception and tactile realism. The PBR channels work cohesively: the BaseColor (Albedo) map reflects subtle variations in pigmentation typical of mammalian skin tones, while the Normal map encodes fine fur strands and skin microfolds. The Roughness map balances the glossy hide’s reflective qualities with the more diffuse appearance of the undercoat, and the Ambient Occlusion map accentuates creases and fur bases for natural shading depth. Metallic values remain near zero, as the material is predominantly organic and non-metallic.

The texture’s high-resolution 8K detail ensures that even close-up renders in Blender, Unreal Engine, and Unity reveal the nuanced interplay of light and material properties. Height and displacement maps are finely tuned to simulate the subtle surface undulations and the transition between smooth skin and soft fur, allowing for enhanced parallax effects and depth layering in real-time applications. This makes the texture highly versatile for both cinematic-quality renders and interactive environments, where visual fidelity and performance are critical.

For practical use, it is advisable to carefully adjust the UV scale to match the anatomical proportions of the 3D model, preventing repetition artifacts and maintaining realism. Additionally, fine-tuning the roughness parameter can help achieve the desired balance between the glossy skin areas and the matte, fibrous undercoat. When layering height or normal maps, blending them with subtle weight variations will enhance the natural transition from smooth hide to fur, ensuring a convincing tactile feel across the model’s surface.

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.