This seamless 3D texture presents a classic baroque damask wallpaper pattern characterized by intricate, symmetrical floral and scroll motifs rendered with a rich velvet surface. The base material simulates a woven textile substrate, composed of fine, densely packed fibers that create a soft yet tactile fabric appearance. The underlying weave structure is visible through subtle variations in thread thickness and direction, contributing to the realistic textile effect. The wallpaper’s surface finish is matte, enhancing the velvet-like softness and minimizing reflections, which adds to the authenticity of the material's tactile quality.
The composition suggests a traditional wallpaper construction with a fabric-based substrate impregnated with binders that mimic textile adhesives, ensuring the pattern appears embossed and dimensional. Pigments are tone-on-tone, carefully layered to produce a subtle gradient across the damask motifs, smoothly transitioning between slightly varying shades to emphasize the depth and curvature of the raised velvet forms. The PBR texture channels are thoughtfully designed: the BaseColor (Albedo) captures the muted, elegant color palette with subtle tonal shifts; the Normal map defines the delicate relief and fabric weave details; Roughness controls the matte velvet softness, preventing glossiness; Metallic is kept at zero to reflect the non-metallic textile nature, while Ambient Occlusion adds shadow depth in the folds and crevices of the damask pattern. Height/Displacement maps provide additional surface elevation for realistic parallax effects when applied in 3D environments.
Rendered at an exceptional 8K resolution, this texture is optimized for high-fidelity visualizations in Blender, Unreal Engine, and Unity, ensuring sharp detail retention even at close-up views. The high resolution allows for precise representation of the intricate baroque damask shapes and the subtle gradient transitions, essential for producing convincing classic or elegant interior scenes. The texture’s seamless nature ensures it can tile without visible borders, making it suitable for large-scale wall coverings or architectural visualizations.
When applying this wallpaper texture, it is recommended to adjust the UV scale to maintain the proportion and clarity of the damask pattern without distortion. Additionally, fine-tuning the roughness parameter can help balance the velvet softness with room lighting conditions, preventing the surface from appearing either too flat or unnaturally glossy. For enhanced realism, blending height or parallax maps with normal maps can simulate the tactile depth of the woven velvet more effectively, especially in interactive or real-time rendering setups.
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.
