Seamless 3d texture pbr 8k vintage style linoleum sheet with matte finish and flecked pattern free download

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

Preview — Seamless 3d texture pbr 8k vintage style linoleum sheet with matte finish and flecked pattern

IDseamless-3d-texture-pbr-8k-vintage-style-linoleum-sheet-with-matte-finish-and-flecked-pattern
Linoleum
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents a vintage style linoleum sheet characterized by a matte finish and a subtle flecked pattern that introduces visual interest without overwhelming the surface. Linoleum, traditionally composed of natural materials such as linseed oil, cork dust, wood flour, and natural pigments pressed onto a jute backing, is known for its resilient and durable qualities. The texture’s base material simulates this composite structure with a fine grain distribution, emphasizing the natural aggregates embedded within the substrate. The flecked pattern mimics small mineral or pigment inclusions that provide a speckled effect, lending authenticity to the vintage aesthetic while maintaining a neutral, restrained color palette ideal for various interior environments.

The geometric form of this texture is a continuous sheet with a smooth yet subtly irregular surface, avoiding hard edges or repeating tile motifs. This design choice reflects typical commercial grade linoleum flooring, which offers an even and consistent appearance with fine grain detail visible at close inspection. The surface finish is matte, reducing reflectivity to create a soft, diffused light interaction that enhances the natural look and tactility of the flooring. The material’s porosity is minimal, simulating a sealed surface that resists moisture and wear but still retains a slight tactile roughness due to the embedded flecks and grain structure. Weathering effects are subtle, focusing on slight variations in tone and roughness to suggest age without damage or excessive staining.

From a PBR perspective, the BaseColor map captures the neutral hues and flecked pigments in high fidelity, utilizing 8K resolution to preserve fine details and subtle color shifts. The Normal map encodes the delicate grain and fleck relief, offering realistic light interaction and surface depth without exaggerated displacement. Roughness values are calibrated to reflect the matte finish, with moderate roughness levels that scatter light diffusely while preserving the texture’s tactile quality. The Metallic channel remains unused or near zero, as linoleum is a non-metallic organic material. Ambient Occlusion enhances the perception of depth between flecks and grain particles, subtly reinforcing the fine surface topology. Height or Displacement maps provide minimal elevation changes corresponding to the flecks and grain, suitable for slight parallax effects in real-time engines.

This texture is fully optimized for use in Blender, Unreal Engine, and Unity, ensuring seamless integration into diverse workflows and rendering pipelines. The 8K resolution guarantees crisp visuals even in close-up renders or extensive floor areas, supporting detailed architectural visualizations and realistic interior scenes. When applying this texture, it is advisable to carefully adjust the UV scale to maintain the natural size of the flecks and grain relative to the scene’s scale. Additionally, fine-tuning the roughness map can help adapt the surface reflectivity to different lighting conditions, while blending height and normal maps subtly can enhance perceived surface depth without introducing artifacts or excessive geometry displacement.

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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