This seamless 3D texture features a highly detailed crumpled linen weave fabric surface, rendered at an impressive 8K resolution. The base material emulates natural linen fibers, known for their slightly irregular, organic structure and subtle variations in thickness. The underlying substrate is a finely woven textile composed of interlaced flax fibers, which provide the characteristic grid-like pattern of the weave. This fabric’s surface exhibits gentle creases and crumples, adding an authentic sense of depth and tactile complexity. The texture captures these minute geometric variations, from the raised threads to the slight depressions caused by the fabric’s natural folds, resulting in a realistic three-dimensional appearance.
The composition highlights a natural fiber network bound together without synthetic adhesives, relying on the inherent twist and tension of the linen threads to maintain structural integrity. The weave pattern consists of perpendicular warp and weft threads, forming a balanced basket weave that remains visible through the texture’s subtle roughness. The surface finish is matte and softly textured, reflecting linen’s low-gloss, muted aesthetic. Pigmentation is minimal and neutral, with soft beige and off-white tones that emphasize the fabric’s natural coloration. This muted palette ensures the texture’s versatility in minimalist and modern design contexts.
The texture’s PBR workflow is carefully mapped to replicate the physical properties of linen. The BaseColor (Albedo) channel captures the soft, natural hues of the fibers without harsh saturation. The Normal map enhances the crumpled surface details, emphasizing thread relief and crease depth to simulate tactile intricacies. Roughness values are high and variable, reflecting linen’s fibrous surface that diffuses light softly without metallic shine. The Metallic channel is effectively null, as linen is a non-metallic organic material. Ambient Occlusion maps provide subtle shadowing within the weave intersections and fabric folds, increasing perceived depth. Height/Displacement maps define the fabric’s raised threads and creased geometry, enabling realistic parallax and displacement effects in 3D environments.
Designed for seamless tiling, this texture allows for continuous wallpaper application without visible seams or repetitions, making it an excellent choice for interior visualization in Blender, Unreal Engine, and Unity. The ultra-high 8K resolution preserves fine thread detail and subtle fabric imperfections at close view, supporting high-fidelity renders and real-time applications alike. For optimal results, it is recommended to carefully adjust UV scaling to balance visible thread size with overall composition. Additionally, fine-tuning roughness and blending height maps with normal maps can enhance the tactile realism, especially when simulating fabric creases and folds under dynamic lighting conditions.
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.
