This seamless 3D PBR texture presents a retro striped wallpaper characterized by a subtly distressed, weathered surface that evokes a vintage aesthetic. The base material closely resembles aged vinyl or coated paper, typically used in mid-century interior decoration. The substrate is dense yet flexible, with a slightly fibrous composition that supports the printed striped pattern. Adhesive binders, likely cellulose-based with synthetic additives, hold multiple pigment layers and fine mineral fillers that contribute to the texture’s slight grain and porous appearance. Over time, natural wear and environmental exposure introduce micro-cracks, faded pigment areas, and surface abrasion, which the texture faithfully reproduces through its distressed details.
Geometrically, the wallpaper features evenly spaced vertical stripes with a subtle embossed effect, giving a low-relief 3D form that enhances depth perception. This pattern is modeled through precise height and normal maps, simulating a gently raised stripe profile against a flatter background. The color palette uses muted, retro-inspired hues with slight desaturation and uneven fading, achieved by the albedo (BaseColor) channel. The roughness map reflects the surface’s varied finish—matte in worn patches and semi-glossy where the original coating remains intact—while the metallic channel is nearly neutral, as the material is non-metallic. Ambient Occlusion enriches shadowing around the embossed stripes and distressed crevices, heightening realism in rendered scenes.
The texture is crafted in 8K resolution, ensuring exceptional detail for close-up inspection and large-scale applications. It is fully compatible with Blender, Unreal Engine, and Unity workflows, supporting high-fidelity visualization and seamless tiling without visible edges. The height/displacement map enables subtle parallax effects, enhancing the tactile impression of the wallpaper’s raised stripes and surface imperfections. This adds dimensionality when used in real-time engines or offline rendering, making it suitable for interior visualization, game environments, or VR experiences.
For practical use, it is recommended to adjust the UV scale carefully to maintain the authenticity of the striped pattern’s width and repetition frequency, preventing distortion or unnatural stretching. Additionally, fine-tuning the roughness values can help simulate varying levels of glossiness caused by uneven wear, while blending the normal and height maps can optimize performance versus visual quality, especially in real-time applications.
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.
