Seamless 3d texture pbr 8k art nouveau botanical leaves wallpaper with embossed velvet and matte finish free download

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

Preview — Seamless 3d texture pbr 8k art nouveau botanical leaves wallpaper with embossed velvet and matte finish

Texture Info

IDseamless-3d-texture-pbr-8k-art-nouveau-botanical-leaves-wallpaper-with-embossed-velvet-and-matte-finish
CategoryWallpaper
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D wallpaper texture is crafted to embody the elegant botanical motifs of the Art Nouveau era, featuring intricately embossed leaves rendered in exquisite 8K resolution. The material simulates a high-quality textile substrate, primarily a dense cotton-linen blend, chosen for its natural fibrous structure and subtle grain that lends authentic tactile depth. A soft, velvet-like embossing is achieved through careful displacement mapping and normal channel detail, giving the surface a raised, plush feel that visually contrasts with the underlying matte base. The form follows a flowing, organic leaf pattern with curved veins and overlapping foliage, typical of Art Nouveau’s emphasis on natural, sinuous lines. This pattern repeats seamlessly, allowing for continuous coverage without visual breaks, ideal for large-scale wall applications.

The wallpaper’s composition includes a fine, woven textile base enhanced by a natural resin binder that provides durability and slight flexibility. Pigments are earth-toned and muted, emphasizing soft greens and warm neutrals to complement the botanical theme, controlled via the BaseColor (Albedo) channel. The embossed velvet texture is mapped through the Normal and Height channels, introducing realistic depth and shadowing effects that respond dynamically in physically based rendering (PBR) workflows. The Roughness channel is calibrated to create a matte finish, minimizing specular reflections while retaining subtle highlights on raised velvet areas, enhancing the material’s tactile softness without glossiness. Ambient Occlusion maps deepen crevices between leaves, increasing contrast and visual complexity, while the Metallic channel remains near zero to reflect the non-metallic nature of textile and natural fibers.

Designed with versatility in mind, this texture is fully optimized for real-time engines such as Unreal Engine and Unity, as well as offline rendering in Blender, supporting advanced lighting models and displacement techniques. The 8K resolution ensures exceptional detail even on close inspection, maintaining crisp leaf vein definition and nuanced fabric grain. For practical use, it is recommended to adjust UV scaling carefully to balance pattern repetition with wall dimensions, avoiding overly large or small motifs. Additionally, fine-tuning the roughness values can tailor the matte finish to specific lighting conditions, while blending height and normal maps can enhance or soften embossing effects depending on the desired tactile impression.

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.


AITEXTURED Tools

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