This seamless 3D texture wallpaper features a richly detailed baroque medallion pattern, meticulously crafted to emulate a luxurious velvet finish with an embossed relief. The base material is a high-quality textile substrate, designed to replicate the softness and depth of plush velvet fabric. This substrate is combined with a fine binder system that ensures durability and flexibility, while delicate microfibers create a slightly raised, tactile surface. These fibers lend a natural porosity to the material, allowing subtle light diffusion and shadow play, enhancing the three-dimensional feel of the embossed medallions. The color palette is carefully composed using deep, saturated pigments that replicate traditional brocade hues, applied with precision to maintain visual consistency and richness across the entire wallpaper surface.
The wallpaper’s geometric form is characterized by repeating, symmetrical baroque medallions arranged in a seamless pattern, creating a continuous brocade effect without visible seams or breaks. The embossed pattern is achieved through finely detailed height and displacement channels, which simulate the raised velvet motifs with remarkable accuracy. The PBR texture set includes a BaseColor (Albedo) map capturing the rich velvet tones, a Normal map defining the intricate embossing and fabric weave, and a Roughness map that controls the surface’s soft sheen typical of velvet, balancing matte and subtle gloss. The Metallic channel is minimal, reflecting the non-metallic nature of the textile, while Ambient Occlusion enhances the depth perception around the medallion edges and folds. Height/Displacement maps further reinforce the tactile dimensionality, ideal for close-up renders and realistic lighting.
Rendered at an ultra-high 8K resolution, this wallpaper texture ensures exceptional detail and clarity, suitable for high-fidelity visualizations in Blender, Unreal Engine, and Unity. The high resolution allows for crisp, finely detailed representations of the embossed velvet and baroque motifs even on large surface areas, making it appropriate for architectural visualization, interior design projects, or virtual staging that demands luxurious, classical aesthetics. The seamless nature of the texture guarantees flawless tiling, enabling expansive wall coverage without interruption or distortion of the ornate pattern.
For optimal results, it is recommended to carefully adjust the UV scale to maintain the proportionate size of the medallions relative to the space being designed, avoiding overly large or compressed details. Additionally, fine-tuning the roughness map can help achieve the desired balance between softness and subtle reflectivity typical of velvet surfaces. When working with height and normal maps, blending these channels thoughtfully will enhance the embossed effect without creating unnatural exaggerations or artifacts, ensuring a realistic tactile impression suitable for both real-time rendering and offline ray tracing workflows.
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.
