This seamless 3D texture showcases a retro stripes wallpaper characterized by an intricate interplay of materials and form. The base substrate emulates a high-quality paper or fabric composite, providing a sturdy yet flexible foundation that supports detailed surface embellishments. Embedded within the substrate are fine binders and adhesives that secure the flocked velvet fibers, which form distinct, raised stripes across the pattern. These velvet fibers introduce a soft, tactile dimension that contrasts with the smooth, glossy finish overlaying the entire surface. The geometric form consists of evenly spaced vertical stripes, each stripe defined by the textured velvet flocking alternating with a subtly reflective, polished background. This arrangement creates a rhythmic, classic pattern reminiscent of mid-century interior designs, enhanced by the depth and relief imparted by the pile of the velvet fibers.
From a material composition standpoint, the wallpaper’s textured velvet stripes are composed of densely packed microfibers that mimic natural velvet’s plush surface, contributing to moderate porosity and a subtle light diffusion effect. The background surface employs a glossy lacquer or resin coating, imparting a sleek, highly reflective finish that heightens contrast and elevates the visual richness. Colorants within the BaseColor (Albedo) channel reproduce the warm, muted hues typical of retro palettes, while the Normal map captures the intricate height variations and fiber orientations of the flocked velvet to simulate realistic light interaction. The Roughness map differentiates between the soft, matte velvet stripes and the smooth, shiny substrate, with velvet showing higher roughness values and the background demonstrating lower roughness for its polished sheen. The Metallic channel is minimal to nonexistent, as the materials are non-metallic, while Ambient Occlusion enhances the depth perception around the raised fibers and stripe edges. Height and Displacement maps define the subtle elevation differences, allowing for convincing parallax effects in real-time rendering.
This texture is meticulously crafted at an 8K resolution, ensuring exceptional detail and clarity suitable for close-up viewing in digital environments. It is fully optimized for use across major 3D platforms including Blender, Unreal Engine, and Unity, providing seamless integration with physically based rendering workflows. The high resolution and accurate PBR channel mapping enable artists to achieve photorealistic results, whether for architectural visualization, game environments, or virtual staging.
When applying this wallpaper texture, it is advisable to carefully adjust the UV scale to maintain stripe proportions consistent with real-world wallpaper dimensions, preventing pattern distortion. Additionally, fine-tuning the roughness values can help balance the interplay between the flocked velvet’s softness and the glossy background’s reflectivity, enhancing material realism. Combining the height map with subtle normal map details can further improve the perception of depth and tactile variation, especially in close-up renders or interactive 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.
