This seamless 3D texture showcases a high-resolution 8K geometric chevron wallpaper pattern, meticulously crafted to simulate a woven fabric surface. The base material is inspired by tightly interlaced textile fibers, combining natural and synthetic threads to create a subtle tactile relief. The substrate mimics a durable canvas or linen weave, where fine fibers are bound together with a matte adhesive layer, giving the pattern a soft but structured form. This woven construction is accentuated by a gently raised chevron motif that follows a crisp geometric rhythm, lending depth and dimensionality to the surface while maintaining a neutral, muted color palette suited for minimalist environments.
From a material composition standpoint, the wallpaper texture employs a base layer rich in diffuse pigments to replicate the natural coloration of dyed fibers, captured in the BaseColor (Albedo) channel. The Normal map enhances the tactile feel by simulating the subtle undulations and thread intersections characteristic of woven textiles, while the Height (Displacement) channel further emphasizes the raised chevron pattern, providing convincing depth cues for parallax effects. The Roughness map is calibrated to reflect the matte, slightly fibrous finish typical of fabric, avoiding any glossy highlights, and the Metallic channel remains near zero, as the material is non-metallic. Ambient Occlusion adds soft shadows within the weave crevices, reinforcing realism in indirect lighting conditions.
Designed for seamless tiling, this texture supports flawless repetition across extensive surfaces without visible seams or pattern breaks, making it ideal for large-scale architectural visualizations or interior design projects. Its 8K resolution ensures exceptional clarity and sharpness, preserving intricate fiber details even at close inspection. The texture is fully optimized for use in major 3D rendering and real-time engines such as Blender, Unreal Engine, and Unity, providing artists with a versatile asset that integrates smoothly into various workflows and lighting setups.
When implementing this wallpaper texture, it is advisable to carefully adjust the UV scale to maintain a natural fabric appearance relative to the environment, avoiding excessive enlargement that could reduce perceived detail. Additionally, fine-tuning the Roughness map can help balance the softness of the textile finish under different lighting scenarios. For enhanced realism, blending the Height and Normal maps subtly can provide a richer surface interaction, especially when using parallax occlusion mapping or displacement in high-end renderers.
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.
