This seamless 3D texture presents a meticulously crafted wallpaper design featuring a retro-inspired chevron pattern composed of alternating stripes. The geometric form is defined by crisp, angular chevrons arranged in a continuous, interlocking fashion that creates dynamic visual movement. The base material simulates a high-quality vinyl substrate, chosen for its durability and subtle flexibility, which provides a stable foundation for the intricate raised flocked velvet finish. Embedded within the substrate are fine textile fibers that mimic flocked particles, lending a soft, plush tactile sensation and contributing to a slightly textured surface profile. The wallpaper’s porosity is minimal, reflecting its indoor application and resistance to moisture, while the surface finish balances a low-gloss velvet sheen with selectively raised flocked areas, enhancing depth and realism.
The composition relies on a layered approach where the base vinyl layer acts as the primary structural medium, bonded with a synthetic adhesive binder that secures the flocked velvet fibers onto the surface. These fibers create micro-aggregates that catch light differently from the smoother vinyl, emphasizing the raised chevron stripes and imparting a subtle tactile contrast. Pigmentation is carefully applied through a combination of base color pigments and translucent dyes, facilitating a rich, retro palette dominated by muted earth tones and soft pastels typical of mid-century aesthetics. This coloration is mapped to the BaseColor (Albedo) channel, while the Normal map captures the precise raised flocked geometry and sharp chevron edges to simulate depth and light interaction accurately. The Roughness map varies across the surface, with flocked areas showing higher roughness values for a matte velvet effect, contrasted by smoother vinyl stripes exhibiting lower roughness for a gentle gloss. Metallic values remain near zero to reflect the non-metallic nature of the materials, and Ambient Occlusion enhances shadowing within the chevron grooves and fiber clusters. Height and Displacement maps emphasize the raised flocked texture, providing realistic depth when used with parallax or tessellation techniques.
Rendered at an ultra-high 8K resolution, this texture delivers exceptional detail suitable for close-up inspection in real-time environments. Its PBR workflow ensures compatibility and seamless integration with major 3D platforms such as Blender, Unreal Engine, and Unity, enabling artists and developers to maintain consistent material behavior under various lighting conditions. The seamless design guarantees pattern continuity without visible borders or repetition artifacts, facilitating effortless UV mapping for large-scale applications like accent walls or immersive interior scenes. For optimal usage, it is recommended to carefully adjust the UV scale to preserve the intricate chevron detail without pixelation. Additionally, fine-tuning the roughness map can help balance the velvet’s softness against the subtle gloss of the vinyl substrate, while blending height and normal maps allows for enhanced parallax effects that emphasize the flocked relief without overstating geometric displacement.
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.
