This seamless 3D texture represents a retro striped wallpaper featuring vertical stripes with a delicately faded effect, crafted to evoke a vintage textile aesthetic. The base material simulates a woven fabric substrate, typical of mid-century wallpapers, composed of tightly interlaced fibers that create a subtle textile weave pattern. This woven structure contributes to the tactile depth and softness of the surface, while the matte finish reduces reflectivity, enhancing the aged, muted appearance. The color palette employs tone-on-tone pigments, carefully blended to produce the faded vertical stripes, replicating natural wear and sun exposure over time. The substrate is modeled with a slight porosity, allowing for gentle weathering that adds to the authenticity without compromising surface integrity.
The material composition is designed to mimic traditional wallpaper construction, where cellulose or linen fibers are bonded with organic adhesives, resulting in a flexible yet durable surface. The vertical stripes arise from alternating bands of slightly varying fiber density and pigment concentration, which are represented in the texture’s Normal and Height maps to simulate subtle surface undulations and fabric grain. The BaseColor (Albedo) channel captures the muted, vintage hues with fine tonal gradations, while the Roughness map defines the low-gloss, matte finish, preventing harsh reflections. The Metallic channel remains near zero, as the textile fibers and pigments are non-metallic by nature, and the Ambient Occlusion enhances the perception of depth around the weave intersections and stripe borders, reinforcing the 3D effect.
Rendered at an impressive 8K resolution, this PBR texture provides exceptional detail, capturing even the finest threads and faded nuances in the wallpaper pattern, making it well-suited for high-fidelity applications. It is fully optimized for use in Blender, Unreal Engine, and Unity, ensuring compatibility with modern rendering pipelines. The Height/Displacement map is calibrated to subtly accentuate the woven texture without creating excessive geometric distortion, preserving realism while maintaining performance efficiency in real-time environments.
For practical application, it is advisable to adjust the UV scale carefully in your 3D scene to avoid repetitive patterns becoming visually obvious, especially given the high resolution. Additionally, fine-tuning the roughness map can help achieve the desired balance between matte softness and subtle light diffusion, depending on lighting conditions. Blending the Height map with the Normal map will enhance the tactile feel of the fabric weave, providing a convincing depth effect without requiring heavy tessellation, which is particularly useful in game engines and interactive visualizations.
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.
