Seamless 3d texture pbr 8k spotted fur dense fur mammal skin fur undercoat whiskers tail fur free download

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

Preview — Seamless 3d texture pbr 8k spotted fur dense fur mammal skin fur undercoat whiskers tail fur

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

This seamless 3D PBR texture depicts dense spotted fur characteristic of mammalian skin, featuring a complex layering of fine fur undercoat with prominent whiskers and tail fur details. The base material mimics natural animal skin as a flexible, slightly elastic substrate covered with layered keratin fibers forming the fur. The fur fibers vary in length and thickness, creating a rich geometric pattern of overlapping strands with distinct spotted pigmentation. The underlying skin exhibits subtle micro-roughness and fine wrinkles, contributing to the realistic tactile feel of the surface. The texture’s seamless tiling capability allows the pattern to repeat smoothly without visible discontinuities, suitable for extensive surface coverage in 3D environments.

From a material composition standpoint, the texture simulates a complex biological composite: the substrate resembles a soft, porous epidermal layer with low metallic content and moderate subsurface scattering implied through the PBR channels. The fur itself represents dense aggregations of keratinous fibers with slight variations in orientation and density, producing natural anisotropic roughness. Pigmentation is rendered through the BaseColor (Albedo) channel, showing warm earthy tones interspersed with darker spotted markings. The Normal map captures the fine geometric details of individual hairs, skin pores, and whisker bases, enhancing surface depth and tactile variation. Roughness values are calibrated to reflect the matte yet slightly oily finish typical of healthy mammal fur, avoiding overly shiny or flat appearances.

Additional PBR channels include Ambient Occlusion, which accentuates the natural crevices between fur clusters and whisker roots, offering realistic shadowing in rendered scenes. The Height/Displacement map provides subtle relief to simulate the layering of dense fur over the skin substrate, enhancing volumetric perception when used with parallax or tessellation effects. The Metallic channel remains near zero to maintain an organic, non-metallic appearance. This texture is optimized at an 8K resolution, delivering exceptional detail and fidelity for close-up renders and high-definition animation projects.

Designed for compatibility with Blender, Unreal Engine, and Unity, this texture integrates seamlessly into modern PBR workflows. For optimal results, it is advisable to adjust the UV scale to match the target animal model’s proportions, ensuring that the spotted pattern maintains natural size and density. Additionally, fine-tuning the Roughness map can help simulate different fur conditions, from dry and fluffy to slightly damp or oily. When combining this texture with normal or height maps, blending should be handled carefully to preserve the delicate balance of fur depth and skin detail without causing artifacts or excessive surface distortion.

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.