This seamless 3D texture features a modern minimalist wallpaper design inspired by matte cotton woven fabric, rendered in ultra-high 8K resolution for exceptional detail and clarity. The base material simulates a fine cotton textile, characterized by tightly interlaced fibers forming a subtle grid-like woven pattern. The substrate represents a soft, flexible fabric foundation, with natural fiber aggregates visible through the texture’s micro-geometry. The matte finish reflects a low gloss, achieved through diffuse scattering properties that minimize specular highlights, reinforcing the tactile softness typical of cotton. Coloration is muted and natural, relying on a palette of off-white and gentle beige tones that mimic unbleached linen or raw cotton, applied via BaseColor (Albedo) maps.
From a material composition standpoint, the wallpaper texture incorporates a simulated binder akin to cotton sizing agents, which hold the fibers firmly while maintaining slight porosity to capture subtle light penetration and shadowing effects. The Normal and Height maps emphasize the woven fabric’s dimensionality, with fine ridges and depressions replicating the interwoven threads. Roughness maps are calibrated to express the matte surface, avoiding any metallic shine, thus the Metallic channel remains close to zero throughout. Ambient Occlusion enhances the depth perception between individual fibers and weave intersections, adding realism in shadowed crevices. The Height/Displacement maps allow for controlled surface relief, which can be finely tuned to simulate either a soft embossed effect or a more pronounced textile texture.
Designed with PBR workflows in mind, this texture is fully compatible with Blender, Unreal Engine, and Unity, ensuring seamless integration across these platforms. Its 8K resolution provides ample detail for close-up renders and large wall coverage without noticeable pixelation. The seamless pattern facilitates tileable application, preventing visible seams on expansive surfaces and enabling smooth, continuous wall finishes. Users can adjust the UV scale to balance pattern repetition and fabric detail according to room size and viewing distance. Additionally, roughness levels can be subtly modified to simulate varying degrees of fabric wear or finishing treatments, while blending Height and Normal maps helps achieve optimal parallax and tactile depth effects in real-time engines.
This wallpaper texture is ideal for interior visualization projects that require a natural, understated textile appearance. Its minimalist woven cotton form introduces soft structural elements that complement contemporary aesthetics without overpowering other design components. When applying this texture, consider fine-tuning the roughness map to match environmental lighting conditions, and experiment with UV scaling to maintain the integrity of the fabric’s weave pattern at different wall dimensions, ensuring a realistic and immersive material presentation.
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.
