This seamless 3D texture represents a high-fidelity PBR wallpaper inspired by the Art Nouveau movement, featuring intricate arabesque and fleur de lis motifs embossed with a velvet finish. The base material simulates a refined textile substrate, closely resembling a dense woven fabric combined with a soft velvet nap that enhances the tactile depth. The wallpaper’s geometric form consists of a continuous arabesque pattern with flowing, organic curves intertwined with stylized fleur de lis elements, all raised slightly above the surface to create an elegant embossed relief effect. This complex pattern is designed to tile seamlessly, allowing for flawless repetition without visible breaks, ideal for large wall surfaces in classical or sophisticated interior environments.
Compositionally, the substrate appears to be a fine woven fabric treated with a binding agent that mimics traditional wallpaper adhesives, providing structural integrity and subtle flexibility. The texture includes microscopic fibers that give a slight grain and natural porosity, enhancing the velvet-like softness and preventing a flat, artificial look. The surface finish is a matte velvet with a slight sheen, achieved by carefully balancing roughness across the pattern to catch light differently on raised and recessed areas. Colorants are muted earth tones combined with subtle metallic pigments in the fleur de lis accents, adding depth and a touch of reflective quality without overpowering the overall softness.
The PBR texture channels are meticulously crafted to reflect these material properties. The BaseColor (Albedo) map delivers the nuanced coloration with fabric-like tonal variations and pigment highlights. The Normal map encodes the embossed arabesque relief, providing accurate surface detail to simulate the raised velvet patterns when lit dynamically. Roughness maps control the velvet finish’s light diffusion, with lower roughness on the fleur de lis embellishments to suggest a soft sheen, and higher roughness in the background fabric for a plush, matte feel. The Metallic channel is mostly neutral, with slight metallic hints in decorative elements to replicate subtle gilding. Ambient Occlusion enhances the depth perception around the embossed edges, while the Height/Displacement map enables true surface relief in rendering engines that support parallax or tessellation techniques.
Captured at an ultra-high 8K resolution, this texture ensures exceptional detail retention, making it suitable for close-up renders in Blender, Unreal Engine, and Unity. The high resolution allows artists to scale the pattern without losing clarity, preserving the intricate arabesque curves and delicate fleur de lis shapes. For optimal results, it is recommended to adjust the UV scale to match room dimensions realistically and fine-tune roughness values to balance between softness and subtle reflectivity depending on ambient lighting. When using height or parallax mapping, blending the Normal and Height channels carefully avoids exaggerated depth that could distort the fabric’s natural softness, maintaining a refined, tactile realism appropriate for luxurious interior visualization.
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.
