This wallpaper texture showcases a seamless 3D pattern expertly crafted in 8K resolution, combining the angular precision of a chevron motif with the intricate interlocking geometry of houndstooth. The base material simulates a woven flannel fabric, characterized by tightly interlaced fibers that create a tactile surface with subtle depth and softness. The substrate mimics a natural textile weave, composed of fine wool or cotton fibers bound together with a flexible adhesive matrix, giving the material a lightly porous structure that enhances realism. The surface finish reflects a matte, slightly brushed flannel texture, avoiding glossiness to emphasize the fabric’s cozy, rustic character and subtle fiber irregularities.
From a PBR perspective, the BaseColor (Albedo) channel reproduces muted, earthy tones with gentle variations to mimic dyed textile threads, resulting in a harmonious palette ideal for classic and rustic interiors. The Normal map captures the woven flannel’s raised fibers and the sharp ridges of the chevron and houndstooth patterns, adding convincing micro-detail that responds dynamically to lighting. The Roughness map maintains a medium-high value across the surface, simulating the soft, fibrous scattering of light typical of flannel fabric, while the absence of metallic properties is confirmed by a zero Metallic channel, consistent with non-metallic textile materials. Ambient Occlusion enhances the perception of depth within the weave intersections and pattern crevices. Height or Displacement maps provide subtle relief to accentuate the fabric’s textured form without overwhelming the overall softness.
This high-resolution texture is optimized for seamless tiling, ensuring that the complex geometric forms of chevron and houndstooth flow uninterrupted over large wall surfaces, perfect for detailed close-ups or expansive scenes. Its fidelity and PBR accuracy make it fully compatible with major 3D software engines like Blender, Unreal Engine, and Unity, supporting realistic rendering workflows that require precise lighting and material interaction. The combination of pattern geometry and fabric texture invites creative application in interior visualization, game environments, and architectural renders.
For practical use, adjusting the UV scale to moderate sizes will preserve the balance between pattern visibility and texture detail, preventing the flannel weave from appearing overly repetitive or stretched. Additionally, fine-tuning roughness values can help adapt the surface to different lighting conditions—lowering roughness slightly adds subtle sheen to simulate newer fabric, while increasing it enhances a worn, matte effect. When using height or parallax mapping alongside normals, blending their influence carefully will maintain the delicate tactile quality without introducing harsh distortions, ensuring the wallpaper’s form remains true to its woven flannel inspiration.
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.
