This seamless 8K PBR 3D texture captures the intricate details of pressed cardboard, highlighting the natural orientation and grain of the pulp fibers that compose its surface. The cardboard material consists predominantly of cellulose fibers derived from wood pulp, which are densely compressed during the pressing process to form a firm, yet slightly porous substrate. Subtle variations in fiber strand thickness and alignment create a characteristic linear pattern, emphasizing the directionality inherent to the original fiber mat. The texture exhibits a laminated, planar form with slight undulations and fiber bundling that contribute to its tactile realism.
The surface finish of this cardboard texture is matte with a faintly rough feel, typical of untreated or lightly coated natural cardboard. The color palette ranges from pale beige to soft brown tones, reflecting the unbleached pulp and minimal pigment additives. Minimal adhesive residues or sizing agents are implied through delicate surface sheen variations, while occasional micro-voids and fiber frays add to the authenticity of the porous structure. These material qualities are accurately represented through the PBR channels: the BaseColor map conveys the warm, earthy hues and subtle fiber discolorations; the Normal and Height maps define the embossed fiber relief and surface undulations; the Roughness map captures variable matte qualities from smooth pressed areas to fibrous roughness; Ambient Occlusion enhances the depth of fiber overlaps and crevices; and the Metallic map remains near zero, consistent with organic non-metallic cardboard.
The texture’s seamless tileability ensures flawless repetition across large surfaces, making it ideal for high-resolution environment assets or product packaging visualization in Blender, Unreal Engine, and Unity. Its 8K resolution supports close-up inspection without visible pixelation, preserving fine fiber detail essential for photorealistic renders. The pressed cardboard’s geometric form is essentially planar with linear anisotropy defined by fiber orientation, which can be emphasized by careful UV mapping along the fiber direction to enhance realism.
For optimal results, it is recommended to fine-tune the roughness map to adjust the balance between matte and slightly reflective areas, mimicking natural cardboard’s subtle sheen variations caused by fiber compression. Additionally, blending height and normal maps can enhance perceived depth of fiber strands without excessive geometric complexity, particularly useful in real-time engines. This texture serves well for applications requiring authentic cardboard surfaces with visible fiber grain and orientation under neutral lighting conditions, providing a natural and tactile appearance in 3D projects.
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.
