Seamless 3d texture pbr 8k cushioned linoleum sheet with smooth finish and pastel shades free download

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

Preview — Seamless 3d texture pbr 8k cushioned linoleum sheet with smooth finish and pastel shades

IDseamless-3d-texture-pbr-8k-cushioned-linoleum-sheet-with-smooth-finish-and-pastel-shades
Linoleum
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture depicts a cushioned linoleum sheet characterized by a smooth, fine-grain surface rendered in softly muted pastel shades. Linoleum is traditionally composed of natural materials such as linseed oil, cork dust, wood flour, and mineral fillers, bonded onto a jute or fiberglass backing substrate. This particular texture replicates the dense, resilient composition of commercial grade linoleum flooring, designed for durability and comfort. The cushioned aspect is visually expressed through subtle surface undulations and a soft matte finish, reflecting the material’s inherent flexibility and shock absorption properties.

The geometric form is that of a continuous sheet with no visible seams or patterns, emphasizing a solid color approach typical of modern resilient flooring solutions. The fine grain is conveyed through micro-textural details in the normal and height maps, simulating the natural irregularities and slight embossing found in real linoleum surfaces. The surface finish is smooth with a gentle satin sheen, achieved by carefully calibrated roughness and specular values in the PBR workflow. Pastel pigments are evenly distributed within the base color channel, offering a calm and uniform appearance without glossiness or metallic reflections, as linoleum is non-metallic by nature.

In terms of PBR channel mapping, the BaseColor (Albedo) channel provides the soft pastel tones with subtle variations to mimic pigment dispersion. The Normal map captures fine grain and minimal surface undulations, enhancing the tactile realism without harsh bumpiness. Roughness is set to moderate to low values, reproducing the smooth but non-reflective finish typical of cushioned flooring. The Metallic channel is consistently black, reflecting the purely organic composition with no metal content. Ambient Occlusion enhances the perception of depth around micro-texture details, while the Height/Displacement map supports slight surface relief for photorealistic rendering in Blender, Unreal Engine, and Unity, especially at 8K resolution for close-up inspection.

This texture is optimized for high-detail applications where both visual fidelity and physical accuracy are important. When using this material in 3D environments, it is advisable to adjust the UV scale to maintain the subtle grain detail without visible tiling. Additionally, tuning the roughness parameter can simulate varying levels of wear or polish, while gentle blending of height and normal maps enhances depth perception without introducing artifacts. Its seamless nature and high resolution make it suitable for architectural visualization, game environments, and product design where resilient, comfortable, and aesthetically restrained flooring is required.

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.


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