This seamless 8K PBR texture captures the intricate details of natural cardboard material, characterized by a layered fibrous structure and subtle surface imperfections. The base substrate is composed of compressed pulp fibers, primarily cellulose, which form a dense yet porous sheet. These fibers are intertwined, creating visible strands and grain patterns that run irregularly across the surface, reflecting the natural alignment and compression of cardboard pulp. The geometry suggests a flat, laminated sheet form with slight undulations caused by manufacturing processes and everyday wear, including scratches and dents that disrupt the uniformity of the surface.
The texture showcases a variety of surface features typical to aged or handled cardboard. Scratches appear as shallow grooves with fibrous edges, where the top layer of pulp has been abraded, exposing deeper fiber bundles beneath. Dents deform the surface slightly, compressing fibers and altering local light reflection. The overall finish is matte and uncoated, emphasizing the raw, unpolished nature of the cardboard, with no metallic or glossy elements present. Color variations stem from natural pulp pigmentation and minor impurities, resulting in soft beige and brown tones that vary subtly across the surface, enhancing realism and depth.
In terms of PBR mapping, the BaseColor (Albedo) channel represents the warm, neutral tones of the cardboard pulp, capturing the nuanced hues of fiber bundles and subtle discolorations from wear. The Normal map encodes fine scratches and dents to simulate micro surface relief, while the Height (Displacement) map provides additional depth for pronounced fiber strands and surface deformations, useful for parallax effects. Roughness is generally high, reflecting the matte finish and fibrous texture, with slight local variations where dents and scratches create smoother or compressed areas. The Metallic channel remains near zero, consistent with the non-metallic organic substrate, and Ambient Occlusion enhances shadowing in fiber crevices and damaged regions to boost three-dimensionality.
This texture is optimized for use in Blender, Unreal Engine, and Unity, supporting realistic material creation in high-fidelity 3D renders or game environments. The 8K resolution ensures fine details are preserved even at close camera distances, making it suitable for visualizations requiring extreme surface fidelity. For best results, it is recommended to adjust the UV scale carefully to avoid repetitive patterns on large surfaces and to fine-tune roughness levels to match specific lighting conditions. Combining the Height map with Normal maps via parallax occlusion or displacement can greatly enhance the tactile impression of fiber depth and surface wear.
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.
