This seamless 3D wallpaper texture showcases a refined embossed damask pattern intricately woven with floral motifs, rendered in a luxurious velvet finish that evokes depth and tactile richness. The underlying material simulates a high-quality textile substrate, likely a dense woven fabric or heavy paper base treated with a soft, plush velvet overlay. This base provides subtle fibers and a slightly fibrous grain, contributing to the texture’s nuanced porosity and light absorption characteristics. The embossed damask and floral elements rise prominently from the surface, creating a complex geometric relief pattern defined by smooth curves and sharp edges that capture light differently across the motif’s folds and creases.
From a material composition perspective, the substrate acts as a non-metallic, matte foundation, while the velvet finish introduces a soft, low-gloss sheen with minimal specular reflection. The binders or adhesives are implied to be polymer-based, ensuring durability and adhesion of the velvet pile to the backing. Pigments are carefully blended in rich, monochromatic tones that emphasize shadow and highlight interplay without metallic or iridescent effects. This results in a color channel (BaseColor) that accurately maps the velvet’s subtle hue variations, while the Normal map defines the embossed depth and form, translating the 3D relief into realistic surface undulations. The Roughness map captures the velvet’s soft, slightly fuzzy texture, offering higher roughness values that diffuse reflections, whereas the Metallic map remains near zero, consistent with textile materials. Ambient Occlusion enhances the perception of depth between the embossed ridges and valleys, and the Height/Displacement map provides precise elevation data for physically accurate parallax and displacement effects.
The texture is delivered in an 8K resolution, ensuring exceptional detail and clarity suitable for close-up renders and large-scale applications. This high resolution supports advanced PBR workflows and is fully compatible with major 3D software platforms such as Blender, Unreal Engine, and Unity. The seamless tiling capability guarantees that the wallpaper pattern repeats flawlessly across extensive surfaces without visible seams or distortions, making it ideal for immersive interior visualization or real-time environments. The 3D embossing effect is especially effective when combined with physically based rendering, as it captures subtle shadowing and highlights inherent to velvet fabrics and raised damask patterns.
When applying this texture, it is advisable to carefully adjust the UV scale to maintain the intricate pattern’s realism relative to the intended wall size, avoiding overly large or small repetitions that could disrupt perceived material authenticity. Additionally, fine-tuning the roughness parameter can help balance the velvet’s softness against environmental lighting conditions, while blending height or parallax effects with normal maps can enhance the tactile depth without introducing distortion. These considerations ensure optimal visual fidelity and material realism in both static renders and interactive scenes.
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.
