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

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

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

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

This seamless 8K PBR texture captures the intricate details of coarse striped fur found on wild mammals, focusing on the natural layering and structural complexity of animal skin covered with dense guard hairs, tail fur, mane, and delicate whiskers. The base material simulates the epidermal layer of mammal skin, which serves as the substrate beneath the fur fibers. This substrate is characterized by a slightly porous, leathery surface with subtle irregularities and fine wrinkles that contribute to the organic feel of the skin. The fur itself is composed of a dense network of keratin-based fibers, with coarser guard hairs interspersed among softer underfur. These fibers vary in thickness and length, creating a multi-scale pattern of stripes and tonal variations across the surface. The whiskers, being stiffer tactile hairs, are modeled as individual elongated fibers emerging from follicles, adding anatomical realism and complexity to silhouette edges.

The textural composition reflects multiple PBR channels to achieve photorealism under neutral lighting conditions. The BaseColor (Albedo) map encodes the subtle gradient of browns, tans, and off-whites that form the striped pattern, capturing both pigmentation and translucency variations in the fur. The Normal map enhances the three-dimensional feel of the coarse fur fibers and skin wrinkles, simulating the rough, bristly surface and the raised guard hairs without requiring additional geometry. Roughness is finely tuned to reflect the natural variance between the matte skin beneath and the slightly glossier fur tips, offering realistic light scattering and specular highlights. Metallic values remain near zero, consistent with organic keratin and skin materials, while the Ambient Occlusion map deepens shadowed crevices between fur clusters and around whisker bases. The Height/Displacement map provides subtle relief for parallax effects, emphasizing the tactile quality of fur density and skin folds in close-up renders.

The texture tiles seamlessly in both directions, allowing it to cover large models without visible repetition or seams. This feature is particularly useful for 3D character artists and animal modelers working in Blender, Unreal Engine, and Unity, where high resolution and accurate material response are essential. The 8K resolution ensures that fine details such as individual hair strands and skin pores remain sharp even under scrutiny or close camera angles, supporting high-quality renders and real-time applications alike. The surface finish balances a soft, natural sheen on the fur with the slightly rough, natural texture of mammal skin, avoiding overly polished or artificial appearances.

For practical use, it is advisable to adjust the UV scale to match the model’s anatomical proportions, ensuring that the stripe pattern aligns realistically with muscle contours and fur growth directions. Additionally, blending the height map with normal maps can enhance depth perception without excessive tessellation cost, especially when using parallax occlusion shaders. Fine-tuning the roughness channel can also help simulate seasonal or environmental changes to the fur’s condition, from damp and matted to dry and coarse, providing flexibility for diverse scene requirements.

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.