This wallpaper texture features a seamless 3D pattern inspired by retro ombre gradients, enhanced with a speckled brush stroke finish that evokes a handcrafted aesthetic. The base material resembles a finely woven vinyl substrate, chosen for its durability and smooth yet slightly textured surface ideal for wall coverings. Embedded within this substrate are subtle fiber inclusions that add a tactile depth, while a matte binder ensures moderate porosity, allowing the brush stroke details to appear soft but defined. The overall form mimics a continuous gradient band flowing horizontally, with layered brush strokes creating a rhythmic, painterly effect that appears both organic and digitally precise.
From a materials perspective, the composition includes a vinyl-polymer base mixed with pigment suspensions that produce the distinctive ombre gradient, transitioning smoothly between muted retro hues. The speckled brush strokes are digitally simulated aggregates of fine grain particles, scattered irregularly to break uniformity and introduce naturalistic surface variation. The surface finish is semi-matte with subtle roughness, replicating the uneven texture of hand-applied paint, while avoiding excessive glossiness to maintain visual softness. This finish is achieved through a combination of roughness and normal map channels, which provide micro-surface irregularities and depth to the brush strokes, enhancing the sense of materiality under varied lighting.
In terms of PBR channels, the BaseColor (Albedo) map carries the complex gradient and speckling coloration, accurately representing the diffuse reflection of the vinyl and pigments. The Normal map encodes the fine relief of brush strokes and fiber texture, giving the wallpaper a convincing 3D tactile quality. The Roughness map balances the semi-matte finish with slight variations to mimic painted surfaces, while the Metallic map remains near zero, reflecting the non-metallic nature of the material. Ambient Occlusion highlights subtle crevices and overlaps in the brush strokes, adding depth perception, and the Height/Displacement map emphasizes the layered brush pattern, suitable for parallax or displacement effects to enhance realism in 3D environments.
Rendered at an 8K resolution, this texture is optimized for high-fidelity applications in Blender, Unreal Engine, and Unity, ensuring crisp detail and seamless tiling across large wall surfaces. For best results, it is advisable to adjust the UV scale to maintain the natural size of brush stroke details relative to the scene, avoiding overly repetitive patterns. Additionally, fine-tuning the roughness channel can help adapt the wallpaper’s appearance to different lighting setups, from softer indoor ambient light to more directional accent lighting. When using displacement or parallax effects, blending with the normal map subtly preserves the fine brush stroke texture without creating overly sharp geometry.
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.
