This seamless 3D wallpaper texture showcases a refined floral vines pattern, meticulously crafted to emulate hand-painted artistry on a natural fiber substrate. The base material resembles a high-quality, woven textile composed of fine cellulose fibers, akin to traditional handcrafted wallpapers made from cotton or linen blends. This fiber-rich substrate provides a subtle tactile depth and a slightly irregular surface, enhancing the authenticity of the organic vine motifs. The delicate intertwining vines and blossoms appear embossed with a gentle relief, suggesting a low-profile raised pattern that interacts realistically with light. The texture’s form is defined by flowing vine tendrils and clustered blossoms, creating a rhythmic, repeating pattern that maintains visual continuity across extensive surfaces without discernible seams.
The composition integrates natural fiber aggregates bound by a matte, cellulose-based adhesive layer that mimics handcrafted wallpaper paste. The surface finish is softly brushed with visible brush strokes and subtle textural imperfections, reinforcing the hand-painted effect. Pigments are muted earth tones with soft greens, dusty pinks, and off-whites, applied unevenly to replicate the slight color variations from hand application. This results in a porous yet refined surface, where the slight roughness of fibers contrasts with the smoothness of painted areas. Weathering effects are minimal but suggest natural aging through faint tonal shifts and gentle surface wear, enhancing the material’s realism and suitability for classic or vintage-inspired interiors.
In the PBR workflow, the BaseColor (Albedo) channel captures the nuanced, hand-painted color palette and fiber texture, while the Normal map emphasizes the embossed vines and brushstroke relief, creating convincing light interaction. The Roughness map reflects the matte, fibrous surface with localized variations where paint layers are denser or thinner. The Metallic channel remains near zero, consistent with organic, non-metallic wallpaper materials. Ambient Occlusion enhances the subtle shadowing around vine embossments and fiber intersections, adding depth. The Height/Displacement map defines the low-relief embossing of vines and floral motifs, allowing for parallax or displacement effects in render engines, further enhancing the tactile quality.
Rendered at an 8K resolution, this texture is optimized for high-fidelity visualization in Blender, Unreal Engine, and Unity, ensuring crisp detail even on large-scale wall surfaces. When applying this texture, it is advisable to carefully adjust the UV scale to maintain the natural proportions of the floral pattern and avoid distortion. For enhanced realism, fine-tuning the Roughness map can help balance the interplay between the matte fibers and the subtly glossy painted areas. Additionally, blending the Height and Normal maps thoughtfully can enrich the embossed effect without exaggerating displacement artifacts, preserving the delicate hand-crafted aesthetic in both real-time and offline rendering workflows.
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.
