This seamless 3D texture presents a high-resolution 8K wallpaper featuring an abstract distressed pattern rendered on a faux leather material base. The underlying substrate mimics a synthetic leather composite, typically composed of a textile or vinyl backing layered with polyurethane binders that simulate natural leather fibers. This structure creates a flexible yet durable surface, enhanced by fine grain aggregates that replicate the subtle irregularities and pores found in genuine leather. The distressed effect is achieved through simulated micro-cracks and worn patches distributed across the surface, contributing to a weathered, tactile appearance. The geometric form is organic and irregular, with no repeating motifs, emphasizing the abstract nature of the faux leather grain rather than a strict pattern like hexagonal or woven textures.
From a material standpoint, the surface finish is matte with soft gloss highlights reflecting the semi-polished faux leather topcoat, which subtly catches light while maintaining a natural, non-reflective quality. Colorants embedded within the polyurethane layer create a warm, earthy tone palette that varies slightly to emphasize depth and wear. These pigments influence the BaseColor (Albedo) channel, providing a realistic coloration that blends seamlessly with the Normal map to enhance surface detail. The Normal and Height channels work together to define the intricate surface relief of the distressed grain and crack formations, while the Roughness channel controls the interplay of light by simulating the varying degrees of surface smoothness and roughness typical of aged leather. The Metallic channel remains minimal or near zero, reflecting the non-metallic nature of the faux leather, and Ambient Occlusion adds subtle shadowing in recessed areas to increase depth perception.
This texture is optimized for physically based rendering workflows, making it fully compatible with popular 3D engines such as Blender, Unreal Engine, and Unity. The 8K resolution ensures that every fine detail—from micro-scratches to grain patterns—is captured crisply, even when applied to large surfaces or close-up views. The seamless tiling functionality guarantees smooth repetition without visible borders, essential for wallpaper applications covering extensive areas. Practical usage advice includes adjusting the UV scale to avoid overly stretched details and fine-tuning the Roughness map to control how matte or glossy the surface appears in different lighting environments. Additionally, blending the Height map with Normal details can enhance the perception of depth without excessive geometry displacement, optimizing performance while maintaining visual fidelity.
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.
