This seamless 3D texture presents a sophisticated Scandinavian geometric tile wallpaper, meticulously crafted to emulate a woven fabric blended with matte linen. The base material is designed to replicate a high-quality textile substrate, where fine natural fibers intertwine to form a subtle grid of geometric tiles. These tiles are structured with clean, angular edges characteristic of Nordic minimalism, featuring repeating diamond or hexagonal patterns that create a balanced rhythm across the surface. The woven fabric effect is achieved through the simulation of interlaced fibers, which add a tactile depth and realistic porosity, while the matte linen overlay softens the overall appearance, enhancing the natural, muted aesthetic typical of Scandinavian interiors.
The composition is carefully conceptualized to reflect a textile base with a primary substrate resembling tightly woven linen threads. The binder effect simulates natural adhesives found in fabric manufacturing, binding the fibers without gloss or shine, thus maintaining a matte finish. The aggregate elements consist of fine grain and fiber details that contribute to microscopic surface irregularities, offering subtle height variations and a tactile feel. Porosity is moderate, allowing for realistic light scattering and slight absorption, which results in a warm, inviting look. Weathering is minimal, as the texture conveys a fresh, well-maintained fabric surface without visible wear or discoloration. The surface finish is matte and non-reflective, emphasizing softness and diffused light reflection rather than specular highlights.
In terms of PBR (Physically Based Rendering) channels, the BaseColor (Albedo) map contains the soft, neutral tones of natural linen blended with muted pastel shades typical of Scandinavian design, enhancing the geometric pattern’s clarity without overpowering it. The Normal map intricately captures the woven thread elevation and subtle fabric folds, providing realistic surface detail and depth. Roughness is consistently high across the texture, reinforcing the matte linen appearance and preventing unwanted gloss, while the Metallic channel remains at zero, as the material is purely textile with no metallic components. Ambient Occlusion highlights the fine thread intersections and tile edges, adding shadow depth that enhances the geometric relief. The Height/Displacement map subtly accentuates the fabric weave and tile borders, improving parallax effects and contributing to a lifelike tactile experience.
Rendered in ultra-high 8K resolution, this texture ensures exceptional detail and clarity, suitable for close-up renders and large-scale applications. It is fully optimized and compatible with Blender, Unreal Engine, and Unity, making it a versatile asset for various 3D projects, from interior visualization to game environments. For best practical results, it is advisable to carefully adjust the UV scale to maintain the proportionate appearance of the geometric tiles on different wall sizes. Additionally, fine-tuning the roughness map can help to suit different lighting conditions, while blending height and normal maps can enhance the perceived fabric depth without introducing harsh artifacts.
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.
