This seamless 8K PBR texture captures the intricate surface of natural cardboard, showcasing a finely detailed grainy substrate composed primarily of pressed pulp fibers. The base material consists of tightly interwoven cellulose fibers derived from recycled paper pulp, which form a fibrous network that imparts both strength and flexibility. The texture highlights subtle variations in fiber thickness and orientation, creating an organic pattern reminiscent of layered sheets pressed into a flat yet slightly uneven plane. Dust and dirt particles are scattered irregularly across the surface, settling into the micro crevices and amplifying the tactile roughness characteristic of aged cardboard. This combination results in a visually complex surface with a moderately porous structure that reveals the material’s inherent susceptibility to environmental wear.
The cardboard’s surface finish is matte, with no reflective coating, emphasizing its natural, unpolished state. The fiber strands and grain are clearly distinguishable, contributing to the texture’s depth and realism. Adhesive residues and slight discolorations from dirt accumulation introduce subtle color variations within the predominantly beige and light brown palette, simulating natural aging and exposure. These nuances are critical for accurately conveying the material’s history and usage. The texture’s PBR channels have been meticulously crafted: the BaseColor (Albedo) map reflects the nuanced tones of pulp fibers, dust, and dirt; the Normal map enhances the tactile fiber strands and grainy details; the Roughness map emphasizes the non-reflective, coarse surface; the Metallic map is near zero, consistent with cardboard’s non-metallic composition; the Ambient Occlusion map accentuates fiber intersections and surface indentations; and the Height (Displacement) map captures subtle relief from fiber clumps and surface irregularities.
Designed for seamless tiling, this texture integrates flawlessly into 3D workflows, supporting photorealistic renders in Blender, Unreal Engine, and Unity. Its ultra-high 8K resolution ensures that fine details remain crisp even on close camera views, making it ideal for product packaging visualization, environmental assets, or any scene requiring authentic cardboard material representation. To optimize performance and visual fidelity, it is recommended to adjust UV scaling carefully to prevent noticeable repetition when applied over large surfaces. Additionally, tuning the Roughness map can help simulate varying degrees of surface wear—from freshly manufactured to heavily weathered cardboard. For enhanced depth perception, blending the Height map with Normal maps can create convincing parallax effects, especially useful in interactive real-time engines.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
