This seamless 3D texture wallpaper presents a refined striped pattern that combines a subtle faux finish with a delicate linen emboss effect, creating a modern and tactile surface ideal for contemporary interiors. The base material is reminiscent of a fine textile substrate, akin to linen fabric, featuring a woven grain structure that provides a natural fibrous appearance. The underlying composition suggests a durable vinyl or heavy-duty non-woven backing, ensuring dimensional stability and ease of application on large surfaces. The embossed linen pattern is carefully integrated into the substrate through a combination of precise embossing techniques, which simulate the raised textile weave, while the faux finish mimics the irregularities of hand-applied paint, lending the wallpaper a painterly, slightly textured surface.
From a materials perspective, the wallpaper’s surface finish balances between matte and softly textured, with a gentle roughness that diffuses light without excessive gloss. The colorants are likely mineral-based pigments blended into the vinyl or adhesive layers, providing consistent coloration and UV resistance. The binder system includes flexible polymers that maintain adhesion and durability while allowing slight surface porosity to enhance the tactile linen emboss effect. This porosity also contributes to realistic shadowing and depth perception, which are critical for the wallpaper’s visual impact. The striped geometry follows a linear, evenly spaced pattern with subtle variations in thickness and texture intensity, reinforcing the natural fabric look while maintaining a seamless repeat that eliminates visible tiling across large wall areas.
Technically, the texture is optimized for physically based rendering (PBR) workflows with dedicated texture maps at 8K resolution, ensuring ultra-fine detail capture suitable for high-end visualization in Blender, Unreal Engine, and Unity. The BaseColor (Albedo) map carries the nuanced color gradients of the faux paint and linen fibers, while the Normal map encodes the embossed linen weave and subtle paint texture relief, enhancing lighting interactions. The Roughness map controls the surface reflectivity, balancing matte linen areas with slightly glossier faux finish stripes. The Metallic channel is minimal or unused, as the wallpaper material is non-metallic. Ambient Occlusion enhances shadow definition in the embossed areas, and the Height/Displacement map enables realistic depth effects, particularly useful in applications supporting parallax or tessellation.
For practical usage, it is recommended to adjust the UV scale carefully to maintain the natural proportion of the stripes and linen emboss pattern, avoiding distortion or pixelation. In addition, fine-tuning the roughness channel can help achieve the desired balance between softness and subtle sheen for different lighting conditions. When integrating into 3D scenes, blending the Height map with the Normal map can produce enhanced surface realism, especially under dynamic lighting. This wallpaper texture offers a sophisticated material solution that combines the tactile richness of linen fabric with the visual complexity of a painterly faux finish, making it suitable for modern architectural visualizations and interior design projects demanding high-resolution, seamless materials.
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.
