This wallpaper features a seamless 3D texture with a modern geometric chevron pattern, crafted to deliver high fidelity detail at an 8K resolution. The base material simulates a woven textile substrate, combining fine synthetic fibers with a subtle textile weave that mimics a fabric-like surface. This woven foundation is enhanced with a carefully applied binder that holds the fibers together, creating a durable yet flexible wallpaper suitable for interior applications. The chevron pattern is formed by precisely interlaced geometric lines, producing a dynamic, tone-on-tone effect with gradual, smooth gradients that emphasize depth and dimensionality.
The physical composition includes a matte base layer treated with a glossy finish, which reflects light to accentuate the chevron’s angular forms and adds a sleek, contemporary feel. The surface finish balances glossiness with subtle texture, contributing to realistic light interaction without excessive reflectivity. Colorants are integrated into the binder layer, utilizing a palette of muted, monochromatic tones to maintain the pattern’s tonal sophistication and allow the gradients to blend seamlessly. The wallpaper’s porosity is minimized to enhance durability and cleanability while preserving enough microtexture to catch ambient shadows and highlights naturally.
In terms of PBR (Physically Based Rendering) workflow, the texture maps are meticulously designed to replicate these material characteristics across different channels. The BaseColor (Albedo) map defines the wallpaper’s tonal gradient and woven textile hues, while the Normal map captures the intricate weave and chevron relief, adding subtle surface irregularities that enhance realism. The Roughness map controls the surface gloss, reflecting the polished yet tactile finish, and the Metallic channel is kept minimal or zero, as the wallpaper’s material is non-metallic. Ambient Occlusion emphasizes the depth within the chevron grooves, and the Height/Displacement map provides additional parallax and bump details to accentuate the fabric’s three-dimensional form.
This 8K seamless texture is fully optimized for use in Blender, Unreal Engine, and Unity, ensuring high-quality rendering and versatile application across digital visualization and game development projects. When applying this wallpaper, it is advisable to adjust the UV scale to maintain the integrity of the chevron pattern at room scale, and fine-tune the roughness values to match the desired level of glossiness depending on lighting conditions. For enhanced realism, blending the height map with the normal map can improve the perception of woven depth without compromising performance.
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.
