This seamless 3D texture represents a Mediterranean-inspired floral wallpaper rendered in ultra-high 8K resolution, ideal for physically based rendering (PBR) workflows in Blender, Unreal Engine, and Unity. The material composition is carefully crafted to mimic a woven linen substrate, featuring a natural textile fiber base that provides subtle surface irregularities and a tactile woven pattern. The underlying linen weave forms the geometric structure, composed of interlaced yarns that create a grid-like relief with varying thread thickness and density, contributing to the texture’s characteristic depth and porosity. This base is combined with a durable adhesive binder that ensures cohesion of the fibers and maintains the fabric’s structural integrity while allowing for slight surface flexibility typical of high-quality wallpapers.
The wallpaper’s surface finish integrates satin glossy highlights strategically applied over the floral motifs, creating a refined contrast between the matte linen weave and the softly reflective petals and leaves. These satin highlights simulate a smooth, polished coating with low roughness values in the PBR roughness channel, enabling subtle specular reflections that respond realistically to dynamic lighting. The floral elements themselves are rendered with carefully calibrated base color pigments that draw from a Mediterranean palette—warm terracotta reds, deep olive greens, and soft alabaster whites—applied via high-precision colorants that maintain vibrancy without overpowering the linen’s natural tone. The normal and height maps capture intricate fiber intersections and the raised floral embroidery effect, giving the surface a convincing three-dimensionality that enhances realism when viewed at close range or oblique angles.
In terms of PBR channel mapping, the BaseColor map encodes the detailed coloration of both the linen substrate and the floral design, while the Normal map emphasizes the woven texture and delicate floral embossing. The Roughness map varies smoothly between the coarse matte linen and the satin-coated floral areas, controlling the micro-surface reflectivity to simulate natural light scattering on fabric and glossy paint. The Metallic channel is kept minimal or zero, reflecting the non-metallic nature of the textile and coating materials. Ambient Occlusion enhances shadowing within the weave intersections and floral recesses, adding depth and contrast, while the Height/Displacement map offers subtle elevation differences for enhanced parallax effects or displacement mapping, enhancing the tactile quality of the woven pattern and floral relief.
This 8K seamless texture is optimized for efficient use in real-time engines and offline renderers alike, maintaining high fidelity even on large surfaces without visible tiling or pixelation. For practical application, it is recommended to carefully adjust the UV scale to balance detail visibility with performance, and to fine-tune the roughness values to suit different lighting conditions—reducing roughness enhances the satin gloss effect, while increasing it emphasizes the fabric’s matte qualities. Additionally, blending height and normal maps can improve the perception of depth without excessive geometry, which is beneficial for performance-sensitive projects requiring realistic wallpaper materials with intricate textile and floral details.
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.
