This seamless 3D texture features an abstract marbled pattern rendered on a soft suede substrate, combining the organic complexity of natural leather with artistic, fluid veining. The base material simulates a finely napped suede fabric, composed of densely packed microfibers that create a plush surface with subtle depth variations. The distressed finish introduces slight irregularities such as faint scuffs, wear marks, and gentle abrasions, contributing to a weathered, tactile quality that enhances visual authenticity. The marbled effect overlays sinuous, flowing veins reminiscent of natural stone or mineral deposits, forming an abstract geometric pattern that breaks uniformity without disrupting the seamless tile arrangement. This interplay between marbled veining and suede fiber creates a layered, multidimensional surface ideal for high-fidelity digital environments.
From a materials science perspective, the substrate mimics a fibrous textile structure with a moderate level of porosity, allowing light to scatter softly within the pile. Binders and adhesives are implied in the model by uniform density and fiber cohesion, ensuring structural integrity while maintaining surface softness. Pigmentation involves subtle earth tones and muted pastels, carefully blended to highlight the marbled contours and distressed patches without overpowering the suede’s natural warmth. The finish is matte with a slightly brushed texture, avoiding gloss to preserve the authentic look of worn suede. The texture composition is optimized for physically based rendering (PBR), with dedicated maps for each channel: the BaseColor (Albedo) captures diffuse color variations; Normal maps provide detailed fiber directionality and marbled relief; Roughness maps define surface micro-roughness variations reflecting suede’s soft yet tactile nature; Metallic maps remain near zero to reflect the non-metallic fabric; Ambient Occlusion enhances depth perception in fiber clusters and distressed crevices; Height/Displacement maps simulate subtle surface undulations and marbled veins for realistic parallax effects.
Rendered at an ultra-high 8K resolution, this wallpaper texture preserves intricate details such as individual suede fibers, nuanced color transitions, and micro-abrasions, making it suitable for close-up inspection in professional 3D workflows. It is fully compatible with Blender, Unreal Engine, and Unity, facilitating integration into diverse projects ranging from interior visualizations to game environments. The seamless nature ensures that tiling produces a continuous surface without visible repetition artifacts, essential for large-scale applications.
For practical application, it is recommended to carefully adjust the UV scale depending on the scene’s spatial context to maintain fabric realism—too large a scale may exaggerate the suede fibers, while too small may lose the marbled pattern’s impact. Additionally, fine-tuning the roughness map can help balance between softness and wear; increasing roughness will emphasize the suede’s matte texture, while reducing it can simulate slightly polished or less distressed areas. Blending height or parallax maps with the normal map enhances the perception of depth, especially when viewed at oblique angles, further enriching the material’s tactile illusion.
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.
