Seamless 3d texture pbr 8k speckle scatter linoleum sheet with semi gloss and earth tones free download

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

Preview — Seamless 3d texture pbr 8k speckle scatter linoleum sheet with semi gloss and earth tones

IDseamless-3d-texture-pbr-8k-speckle-scatter-linoleum-sheet-with-semi-gloss-and-earth-tones
Linoleum
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents a speckle scatter linoleum sheet with a semi-gloss finish, rendered in warm earth tones and enhanced by a subtle multi-color speckle pattern. The base material is a resilient linoleum flooring composed primarily of natural linseed oil, cork dust, wood flour, and mineral fillers bound together on a jute backing. This composition yields a fine grain surface with low porosity, contributing to its durability and slight elasticity. The sheet features an evenly dispersed speckled aggregate of tiny colored granules, creating natural variation without compromising uniformity, while the semi-gloss finish provides a balanced reflectivity that highlights the texture’s soft sheen without excessive glossiness.

Geometrically, the texture mimics a continuous linoleum sheet with a smooth, fine-grained pattern interrupted only by the delicate speckle scatter, avoiding any large-scale tiling or visible seams. The surface is predominantly flat with very subtle micro-elevations from the speckles, giving a slight tactile dimension. From a materials perspective, the texture’s substrate corresponds to the BaseColor (Albedo) channel, showcasing the warm earth tones and multi-color speckle details. The Normal map captures the gentle micro-relief of the speckles and fine grain, enhancing the perceived depth and realism under dynamic lighting conditions. Roughness is tuned to reflect the semi-gloss finish, balancing smoothness with a modest matte quality to prevent harsh reflections. The Metallic channel remains near zero, consistent with the organic, non-metallic linoleum base, while Ambient Occlusion subtly emphasizes the slight indentations around speckles and grain for natural shadowing. Height or Displacement maps encode the minimal surface variations caused by the aggregate scatter, useful for enhanced parallax or relief effects in 3D environments.

Rendered at an ultra-high 8K resolution, this texture is optimized for PBR workflows and fully compatible with Blender, Unreal Engine, and Unity, ensuring detailed close-up clarity and realistic material response across platforms. Its commercial-grade quality suits applications in architectural visualization, interior design, and game environments requiring authentic resilient flooring materials. The texture’s fine grain and speckle scatter pattern provide a versatile aesthetic that complements both modern and rustic design schemes.

For practical use, it is recommended to adjust the UV scale carefully to maintain the natural size of the speckles, avoiding overly large or minuscule patterns that could disrupt realism. Additionally, fine-tuning the roughness values can help match specific lighting setups or environmental conditions, while blending the height map subtly with the normal map can enhance perceived surface depth without introducing harsh geometric displacement 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)

  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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