This seamless 3D PBR texture, presented in ultra-high 8K resolution, meticulously recreates the intricate layering and degradation of torn paper and sticker materials adhered to worn label surfaces. The base material is predominantly fibrous paper, exhibiting natural grain and subtle porosity that reflects its organic cellulose structure. Over this substrate, various layers of synthetic adhesives and vinyl-based sticker films introduce additional complexity in form and texture. The geometric pattern is irregular and fragmented, with jagged tears and curling edges characteristic of aged and weathered decals. This composition also incorporates layered warning labels and caution stripes, which contribute sharp linear elements disrupted by peeling and curling sections, while scattered paint chips and surface wear marks enhance the overall distressed aesthetic.
From a material standpoint, the torn paper fibers form a matte, slightly rough surface that diffuses light softly, captured in the BaseColor (Albedo) channel with a muted palette of off-whites, yellows, and grays. Sticker residues and peeling sticker edges exhibit a glossier finish with varying translucency, modeled through the Roughness and Normal maps to simulate the uneven surface curvature and subtle creases. The adhesive layers beneath are represented through subtle height variations in the Displacement map, imparting realism to the areas where stickers have lifted or partially detached. The Metallic channel remains minimal or null, as these materials are non-metallic, while Ambient Occlusion enhances the perception of depth in crevices and around torn edges, emphasizing the layered complexity of the decals.
Weathering effects are crucial to this texture’s authenticity: paint chips and wear marks simulate mechanical abrasion and environmental exposure, creating localized roughness contrasts and micro-surface imperfections. These details are carefully encoded in the Roughness and Normal maps to yield believable light scattering and shadow interplay when rendered. The surface finish varies from matte paper fibers to semi-glossy sticker remnants, reflecting the heterogeneous nature of layered labels subjected to long-term wear and tear. This texture’s high-resolution detail ensures that even the finest fibers and micro-tears remain crisp and visually informative when applied to 3D models.
Designed for seamless tiling, this texture is optimized for compatibility with Blender, Unreal Engine, and Unity, facilitating versatile use in diverse 3D projects such as realistic packaging visuals, industrial signage, or urban streetwear assets. For best results, it is advisable to adjust UV scale carefully to maintain the natural size of paper fibers and sticker fragments, and to fine-tune roughness values to balance glossiness between paper and adhesive layers. Additionally, blending height and normal maps subtly can enhance parallax effects, improving depth perception on close camera views without introducing artifacts.
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.
