Seamless 3d texture pbr 8k tribal ethnic wallpaper with distressed painted brush strokes and matte plaster free download

Texture. Formats: WEBP, PNG . License: Free for personal & commercial use.

Preview — Seamless 3d texture pbr 8k tribal ethnic wallpaper with distressed painted brush strokes and matte plaster

Texture Info

IDseamless-3d-texture-pbr-8k-tribal-ethnic-wallpaper-with-distressed-painted-brush-strokes-and-matte-plaster
CategoryWallpaper
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D PBR wallpaper texture features a tribal ethnic pattern rendered with distressed painted brush strokes atop a matte plaster substrate. The primary material is a fine plaster base, characterized by a slightly porous, mineral-rich composition typical of traditional lime or gypsum plaster. The plaster surface exhibits subtle irregularities and gentle undulations, contributing to its tactile, handcrafted feel. Pigments embedded within the plaster provide muted earth tones that harmonize with the layered brush strokes, while natural binders ensure cohesion and durability. The brush marks are simulated as layered paint with varying opacity and thickness, creating a weathered appearance that mimics authentic wear and age.

The geometric form is organic and freeform, adhering to tribal and ethnic motifs that flow seamlessly across the surface without visible borders or interruptions. This pattern avoids rigid symmetry, instead embracing fluid, hand-painted brush strokes that overlap and vary in intensity. The distressed effect introduces micro-cracks and subtle abrasions, enhancing the material’s realism. In PBR terms, the BaseColor (Albedo) channel captures the rich, earthy pigments and painted strokes, while the Normal map conveys the fine plaster grain and brush stroke relief, adding dimension. The Roughness map emphasizes the matte, non-reflective plaster finish, with higher roughness values reproducing the soft diffusion of light typical of unpolished surfaces.

Metallic values remain near zero to reflect the non-metallic, mineral nature of plaster and paint. Ambient Occlusion enhances depth perception, particularly within the crevices of the distressed brushwork and the porous plaster texture. Height or Displacement maps accentuate the subtle elevations and depressions caused by brush strokes and plaster layering, reinforcing the 3D effect. The texture is rendered in ultra-high 8K resolution, ensuring exceptional detail and clarity for close-up views. It is optimized for seamless tiling, making it suitable for large-scale wall applications without visible repetition or seams. This texture is fully compatible with industry-standard software such as Blender, Unreal Engine, and Unity, enabling realistic material rendering in both real-time and offline workflows.

For practical use, it is advisable to adjust the UV scale carefully to maintain the natural scale of the brush strokes and plaster granularity, avoiding overly large or small repetitions that could break immersion. Additionally, fine-tuning the roughness channel can help balance the matte plaster surface with the slightly glossier brush stroke areas, while blending height and normal maps can enhance the perception of depth without excessive geometry displacement, preserving performance in real-time engines.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.