This seamless 3D PBR texture presents a richly detailed damask baroque wallpaper design, rendered in ultra-high 8K resolution for exceptional clarity. The base material emulates a jacquard textile weave crafted from fine cotton and silk fibers, tightly woven to form an embossed pattern that exudes depth and dimensionality. The wallpaper’s substrate is a sturdy linen canvas, providing a firm yet slightly textured foundation that enhances the tactile feel of the fabric weave. Pigments are carefully integrated within the fibers to achieve a matte finish, minimizing reflectivity and lending a subdued, elegant appearance that complements ambient lighting conditions.
The ornate damask and baroque motifs are geometrically arranged in a repeating seamless pattern, with raised jacquard elements sculpted through precise height and displacement mapping. The embossed weave effect is captured through a combination of Normal and Height maps, which simulate the intricate textile grain and subtle fabric folds, adding realistic shadowing and surface variation. The Roughness channel is calibrated to reflect the matte surface, offering a soft diffuse reflection without glossiness, while the Metallic map remains near zero, accurately representing the non-metallic fabric materials. Ambient Occlusion enhances the perceived depth by subtly darkening recesses within the embossed areas, emphasizing the complex interplay of light and shadow.
The wallpaper texture is optimized for use in major 3D applications including Blender, Unreal Engine, and Unity, ensuring seamless integration into diverse visualization pipelines. Its 8K resolution allows for close-up renders without loss of detail, ideal for interior visualizations requiring photorealistic fidelity. The balanced porosity of the textile substrate is suggested through subtle micro-roughness variations, which also help simulate natural wear and aging over time. This nuanced approach to surface finish captures the historic charm of baroque design while maintaining modern texturing standards.
For practical application, it is recommended to adjust the UV scale carefully to maintain pattern proportion and avoid distortion on large wall surfaces. Fine-tuning the roughness map can help tailor the matte finish to different lighting environments, while blending the height and normal maps can enhance the embossing effect without introducing geometric artifacts. This texture is particularly well-suited for formal interiors, heritage properties, or luxury commercial spaces that desire a refined, textile-inspired wallpaper with authentic material qualities and sophisticated ornamental detail.
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.
