This seamless 3D wallpaper texture presents a richly detailed tapestry-inspired floral pattern, meticulously crafted to replicate the intricate weave and depth of traditional fabric wall coverings. The base material emulates a densely woven textile substrate, composed of fine natural fibers such as cotton or linen, blended with subtle synthetic binders to simulate enhanced durability and softness. The surface exhibits a slightly raised relief where the ornate floral motifs gently protrude, creating a tactile sensation akin to a soft touch finish. This nuanced geometry is captured through precise height and normal maps, providing realistic shadowing and depth under varied lighting conditions.
The color composition relies on high-resolution 8K albedo maps, showcasing a balanced palette of muted earth tones and subtle highlights that mirror natural dyes used in classic tapestries. Pigments appear embedded within the fiber matrix rather than simply surface-applied, contributing to a matte, non-metallic finish with minimal specular reflection. Roughness maps define a soft, velvety surface characteristic of woven fabric, avoiding harsh glossiness while maintaining slight variation to suggest thread texture and fabric irregularities. The ambient occlusion channel accentuates the intricate folds and crevices between floral elements, enhancing overall depth perception without overpowering the visual clarity.
From a PBR workflow perspective, the metallic channel is intentionally kept at zero, reinforcing the non-metallic nature of the wallpaper material. The height and displacement maps are finely tuned to create subtle embossing effects that emphasize the tapestry’s dimensionality, ideal for parallax or tessellation techniques in real-time engines. Normal maps add micro-detail to the weave and floral contours, contributing to a realistic interplay of light and shadow. This texture is optimized for seamless tiling, ensuring continuous repetition with no visible seams, making it highly suitable for covering extensive wall surfaces in architectural visualizations.
Designed with compatibility in mind, this wallpaper texture performs optimally within Blender, Unreal Engine, and Unity environments, supporting physically based rendering workflows without additional adjustments. For practical application, it is recommended to carefully adjust the UV scale to balance pattern repetition with room scale, avoiding overly large or small floral motifs. Additionally, fine-tuning the roughness parameter can help tailor the softness of the fabric’s sheen to match ambient lighting scenarios, while blending height and normal maps can enhance the perceived depth without excessive geometry 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.
