This seamless 3D texture presents a high-resolution 8K PBR wallpaper design featuring an intricate quatrefoil arabesque pattern. The underlying material simulates a dense textile substrate, primarily composed of a woven fabric base that mimics fine velvet fibers interlaced with subtle raised threads. The primary composition includes a soft, fibrous weave bound by a durable adhesive layer that ensures structural integrity and dimensional stability. The fabric’s surface exhibits a plush velvet weave finish, achieved through raised pile elements that provide depth and tactile variation, replicating the luxurious feel of classic ornamental wallpapers.
The geometric quatrefoil arabesque pattern is carefully modeled to create a continuous, repeating motif without visible seams, ideal for expansive wall applications. This pattern employs a complex interplay of curved and pointed forms typical of arabesque art, rendered with precise height and displacement mapping to accentuate the raised velvet texture. The PBR material channels are meticulously crafted: the BaseColor (Albedo) captures the subtle, muted tones characteristic of dyed velvet fibers; the Normal map enhances the tactile relief of the raised weave; Roughness controls the soft, diffused reflection typical of velvet surfaces; Metallic remains near zero, reflecting the non-metallic nature of the fabric; Ambient Occlusion defines shadowed crevices within the weave; and Height/Displacement maps emphasize the depth of the raised arabesque forms for realistic light interaction.
This texture is designed with compatibility for high-end rendering engines such as Blender, Unreal Engine, and Unity, supporting physically accurate shading and lighting workflows. The 8K resolution ensures fine detail retention even at close camera distances, making it suitable for both real-time applications and offline rendering. The seamless nature of the pattern facilitates large-scale tiling without visible repetition, providing a cohesive and refined visual effect across entire walls or surfaces.
For practical application, it is recommended to carefully adjust the UV scale to match real-world wall dimensions, preventing distortion of the quatrefoil arabesque motif. Additionally, fine-tuning the Roughness map can help simulate different lighting environments, from softly diffused indoor illumination to more direct light sources. When integrating this texture in scenes with parallax or displacement effects, blending the Height map with Normal maps can enhance the perceived depth without excessive geometry displacement, optimizing performance while maintaining visual fidelity.
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.
