This seamless 3D texture features a vintage floral scrollwork wallpaper design rendered at an impressive 8K resolution, optimized for physically based rendering (PBR) workflows. The base material simulates a classic linen substrate, characterized by a fine woven fabric structure that provides subtle tactile variation and depth. The geometric form is defined by intricate botanical scrollwork motifs arranged in a continuous repeating pattern, which integrates delicate floral elements with flowing curves reminiscent of traditional craftsmanship. This woven linen weave texture underlies the ornamental design, lending a natural fibrous grain that enhances the tactile realism of the wallpaper.
The composition of this wallpaper texture suggests a high-quality textile substrate composed of interlaced natural fibers, bound together with subtle adhesive agents to maintain fabric integrity. The visible weave pattern introduces micro-variations in porosity, allowing light to interact dynamically with the surface. Pigments in muted earth tones, including soft beiges, dusty greens, and gentle browns, are embedded within the fibers to evoke an aged, vintage appearance. The surface finish is matte with a lightly textured roughness, avoiding glossiness and thus supporting the authentic look of linen while preserving the delicate highlights on the floral scrollwork.
In terms of PBR channel mapping, the BaseColor (Albedo) texture captures the nuanced coloration of the woven fibers and botanical patterns without baked-in shadows to retain maximum flexibility in different lighting environments. The Normal map encodes the subtle relief of the linen weave and embossed scrollwork details, providing convincing surface depth. Roughness maps define the non-reflective, fibrous fabric texture with varying micro-roughness to simulate the interplay of light on the textured surface. The Metallic channel is minimal or absent, appropriate for a textile substrate, while Ambient Occlusion enhances shadowing in the recessed scrollwork to emphasize dimensionality. Height and Displacement maps further enhance the perception of fabric grain and scroll relief, useful for parallax or tessellation effects.
Designed for seamless tiling, this texture ensures a continuous, uninterrupted pattern across large wall surfaces, making it suitable for classic or rustic interior visualizations. Its high fidelity and 8K resolution guarantee crisp detail even at close inspection. It is fully compatible with major 3D software and real-time engines such as Blender, Unreal Engine, and Unity, facilitating integration into diverse rendering pipelines.
For best results, adjust the UV scale to maintain the natural scale of the linen weave relative to the room size, and consider fine-tuning the roughness values to balance between softness and surface detail depending on lighting conditions. When using displacement or parallax occlusion mapping, blend carefully with the normal map to avoid overly exaggerated depth, preserving the subtle elegance of the vintage scrollwork.
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.
