This seamless 3D texture features a detailed tribal ikat pattern rendered through an intricate arrangement of woven fibers and cotton weave, perfectly emulating the tactile qualities of natural textiles. The base material is a finely woven cotton substrate, characterized by a tight, interlaced fiber structure that forms the foundation of the ikat design. The fibers exhibit subtle variations in thickness and twist, creating authentic surface irregularities that contribute to the overall realism. These organic cotton fibers are bound together with a minimal, natural adhesive, simulating traditional weaving techniques without compromising the textile’s soft yet durable texture. The surface finish maintains a matte, slightly brushed appearance, highlighting the fibrous texture without introducing unwanted gloss, which supports a rustic, handcrafted aesthetic.
The geometric form of this texture is defined by the repetitive yet complex ikat pattern, which integrates angular and flowing motifs characteristic of tribal design. The weave structure is visually reinforced by the interplay of warp and weft threads, enhancing the depth and dimensionality of the surface. This composition is precisely captured through physically based rendering (PBR) channels: the BaseColor (Albedo) channel maps the natural cotton hues and dyed ikat color variations, while the Normal map emphasizes the raised fibers and subtle thread contours. The Roughness map controls the matte, fibrous surface feel, avoiding any metallic reflections which are absent in this organic material. Ambient Occlusion enriches shadow details within the weave intersections, and Height/Displacement maps provide realistic depth to the fabric’s raised patterns and thread overlaps, essential for close-up renders and parallax effects.
Rendered at 8K resolution, this texture ensures exceptional clarity and detail, making it suitable for high-end visualizations in Blender, Unreal Engine, and Unity. The high resolution preserves fine fiber details and subtle color transitions, allowing for immersive close-up views without pixelation. Its seamless repeat design enables flawless tiling across large surfaces such as accent walls or fabric simulations in interior scenes. The texture’s porosity and slight surface roughness are ideal for environments requiring natural light diffusion and soft shadows, enhancing realism in virtual spaces.
For practical application, when integrating this texture into 3D projects, it is advisable to carefully adjust the UV scale to maintain the authentic size and spacing of the woven fibers and ikat motifs, preventing unnatural stretching. Additionally, fine-tuning the roughness map can help balance the matte appearance with slight specular highlights typical of cotton fibers under different lighting conditions. Combining the Height map subtly with the Normal map can improve the perception of depth without causing geometry artifacts, especially when used with parallax or displacement techniques in real-time engines.
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.
