This seamless 3D wallpaper texture features a sophisticated interplay of tile and Venetian plaster materials, enhanced with a chalk paint distressed finish. The primary substrate combines smooth ceramic tiles arranged in a subtle geometric grid with irregular Venetian plaster surfaces, creating a layered composition that balances precision with organic imperfection. The tiles exhibit a slightly worn glaze, while the plaster reveals fine aggregates and micro-cracks typical of lime-based Venetian plaster, contributing to the tactile richness. The chalk paint overlay is applied unevenly, with natural wear and fading exposing the underlying plaster and tile edges, simulating authentic aging and weathering effects.
The material formulation reflects real-world physical properties captured through Physically Based Rendering (PBR) channels. The BaseColor (Albedo) map incorporates muted earth tones, soft whites, and gentle greys, replicating the natural pigments of chalk-based paint and the subtle color shifts in plaster and ceramic. Normal and Height maps emphasize the depth of the plaster’s grainy texture, the delicate cracks, and the tile’s beveled edges, resulting in a convincing relief effect. The Roughness map varies dynamically: the tiles have a semi-gloss finish with moderate roughness to simulate their glazed surface, whereas the plaster and chalk paint areas show higher roughness indicative of matte, porous finishes. The Metallic channel remains near zero, as the materials are non-metallic, while Ambient Occlusion enhances shadowing in crevices and tile joints to increase visual depth and realism.
Rendered at an impressive 8K resolution, this texture maintains exceptional detail fidelity, capturing subtle imperfections and surface nuances essential for photorealistic visualizations. It is fully compatible and optimized for major 3D software platforms such as Blender, Unreal Engine, and Unity, supporting seamless tiling without visible repetition. The texture’s resolution and channel precision allow for versatile application in architectural visualization, game environments, and virtual sets where authentic industrial or vintage aesthetics are desired.
For practical usage, it is recommended to carefully adjust the UV scale to maintain the balance between tile size and plaster detail, ensuring the pattern remains believable at close and distant views. Additionally, fine-tuning the Roughness map can help tailor the surface reflectivity to specific lighting conditions, while subtle blending of Height and Normal maps can enhance the perceived depth without excessive geometry displacement, preserving performance and visual quality simultaneously.
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.
