Seamless 3d texture pbr 8k showing cardboard emboss and surface variation with fiber strands free download

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

Preview — Seamless 3d texture pbr 8k showing cardboard emboss and surface variation with fiber strands

IDseamless-3d-texture-pbr-8k-showing-cardboard-emboss-and-surface-variation-with-fiber-strands
Cardboard
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR texture presents a highly detailed cardboard surface characterized by intricate embossing and natural fiber strand variations. The base material reflects a composite of cellulose pulp fibers, typically derived from recycled paper and wood fibers, bonded with starch-based adhesives to form a dense yet porous substrate. The texture captures fine cardboard grain with subtle raised emboss patterns that follow a slightly irregular, yet predominantly planar geometric form, mimicking the natural layering and pressed fiber orientation found in industrial cardboard sheets. Visible fiber strands and pulp inclusions contribute to the overall roughness and tactile depth, enhancing realism in close-up renders.

The surface finish is matte with slight surface variation indicative of lightly compressed pulp fiber mats, exhibiting low sheen and moderate roughness consistent with untreated or minimally coated natural cardboard. Coloration is a warm, neutral tan, representing unbleached pulp with subtle tonal shifts caused by fiber density and minor impurities. The emboss effect is achieved through height and normal map channels, delivering precise surface relief that interacts with lighting to emphasize fiber strand shadows and raised grain. The roughness map controls the diffuse reflectivity, revealing a mostly diffuse, non-metallic surface with no specular highlights, while ambient occlusion enhances shadow depth in fiber recesses and embossed areas.

With an 8K resolution, this texture is optimized for high-fidelity applications in Blender, Unreal Engine, and Unity, supporting detailed close-up views and large-scale scenes without visible tiling artifacts. The BaseColor (Albedo) channel provides accurate color representation of natural cardboard pulp fibers, while the Normal and Height maps define the embossed patterns and fiber relief. Roughness maps ensure realistic matte diffusion, Metallic maps remain near zero to reflect the non-metallic nature, and Ambient Occlusion adds subtle shadowing for depth perception. The seamless design facilitates versatile UV mapping and easy integration into various 3D workflows.

For practical use, it is recommended to adjust the UV scale to match the specific cardboard sheet size in your scene, avoiding exaggerated fiber repetition. Additionally, fine-tuning roughness values can help simulate different cardboard finishes—from raw pulp to lightly coated surfaces. Combining height and normal maps allows for enhanced parallax effects in game engines, improving perceived depth without heavy geometry. This texture is ideal for product packaging visualization, architectural mockups, or environmental props requiring authentic cardboard materials with detailed emboss and fiber structure.

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.