This seamless 8K PBR texture showcases a natural brown cardboard surface characterized by fine cardboard creases and subtle variations across the fiber-rich material. The base substrate consists of compressed cellulose pulp fibers, tightly interwoven to form a durable yet porous sheet. These fibers, visible through the delicate grain patterns and occasional fiber clusters, contribute to the slightly rough tactile quality typical of untreated or lightly processed cardboard. The surface undulates gently, with low-relief creases and faint wrinkles reflecting the material’s natural formation and handling, creating a geometric pattern of irregular linear folds that run predominantly along the fiber orientation.
The composition further includes minor binders acting as adhesives within the fiber matrix, which stabilize the pulp structure without significantly altering its porous texture or matte finish. The color derives from the natural pigments of unbleached cardboard pulp, presenting a warm, earthy brown tone with subtle variations caused by fiber density and surface wear. These variations are enhanced by slight discolorations and soft shadows within the creases, adding depth and realism. The surface finish is matte with a mild roughness, lacking any polished or glossy elements, thus reflecting light diffusely and emphasizing the material’s organic quality.
Mapping this texture into PBR channels, the BaseColor (Albedo) captures the nuanced brown hues and fiber details, while the Normal map accurately replicates the fine creases and subtle grain elevations, enhancing the perception of depth in 3D environments. The Roughness map maintains a high average value with minor fluctuations corresponding to the smoother fiber patches and rougher creased areas, ensuring realistic light scattering. The Metallic channel remains at zero, consistent with the non-metallic nature of cardboard. Ambient Occlusion highlights the shadows within fiber clusters and creases, contributing to the overall dimensionality, while the Height/Displacement map defines the gentle surface relief crucial for parallax effects and accurate silhouette rendering.
Designed for seamless tiling, this texture is optimized at an 8K resolution, providing exceptional detail suitable for close-up renders in Blender, Unreal Engine, and Unity. For practical application, it is advisable to adjust the UV scale carefully to avoid overly repetitive patterns when covering large surfaces. Additionally, fine-tuning the roughness value can help simulate different wear levels—from newly manufactured cardboard to aged, weathered sheets. Combining height and normal maps through blending techniques can further enhance surface realism, especially in product visualization or packaging design where tactile authenticity is paramount.
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.
