This wallpaper texture features a seamless 3D art deco medallion pattern rendered at an ultra-high 8K resolution, designed to replicate an ornate plaster surface enriched with metallic accents. The base material is a finely crafted plaster substrate, composed primarily of calcium carbonate and fine aggregates that provide subtle grain and natural porosity. The plaster’s microstructure is captured through detailed normal and height maps, which emphasize the delicate relief of the medallion motifs and the textured background. The distinctive medallion forms exhibit a raised, embossed geometry, with softly rounded edges that contribute to an elegant tactile quality. This geometric repetition creates a rhythmic, classic pattern that is both visually engaging and structurally coherent, ideal for large-scale architectural visualizations.
The surface finish mimics a slightly rough plaster with a matte base, enhanced by scattered metallic foil elements in gold and silver tones. These metallic accents are represented through the metallic and roughness PBR channels, where metallic areas have low roughness to simulate subtle specular highlights and reflective qualities, contrasting against the predominantly matte plaster. The base color (albedo) layer features muted off-white and cream hues for the plaster, overlaid with warm, lustrous metallic pigments that introduce luxury without overwhelming the design. Ambient occlusion maps deepen the crevices around the medallions, enhancing the depth perception and material realism. The height/displacement channel effectively conveys the relief height differences, allowing for convincing parallax or tessellation implementations in real-time engines.
This texture is engineered for compatibility with major 3D platforms such as Blender, Unreal Engine, and Unity, providing a versatile asset for interior visualization projects or high-end virtual environments. The 8K resolution ensures intricate details remain crisp even on large surfaces, making it suitable for close-up camera angles and immersive scenes. The seamless UV layout facilitates uninterrupted tiling, allowing the ornate medallion pattern to extend infinitely without visible seams or distortion, which is essential for expansive wall treatments or wallpaper simulations.
For practical usage, it is recommended to adjust the UV scale to maintain the balance between pattern visibility and overall wall coverage, preventing the medallions from appearing disproportionately large or small. When implementing the roughness map, slight tuning can help achieve the desired interplay between the plaster’s matte texture and the metallic highlights, ensuring neither element dominates visually. Additionally, blending the height map with normal maps in shader setups can enhance the perceived depth and tactile feel without excessive geometry subdivision, optimizing performance in real-time applications.
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.
