This seamless 3D texture represents a highly detailed curly wool surface, characterized by dense, fluffy wool fibers arranged in a naturally voluminous pattern. The underlying material is composed primarily of fine animal-based fibers, tightly interwoven into a soft, yet resilient textile substrate. These fibers create a complex, irregular geometry with small curls and waves that form a consistent but organic structure. The texture’s surface showcases a subtle, soft sheen resulting from the natural lanolin content and fiber surface irregularities, giving the wool a gentle glow without appearing overly glossy or synthetic.
The composition reflects the typical structure of raw wool fabric, where the curly fibers act as aggregates embedded in a porous and flexible matrix. The substrate mimics the felted or woven wool base, providing depth and volume to the texture. The porosity is moderate, allowing light to interact with the fibers at multiple angles, enhancing the perception of fluffiness and softness. The surface finish is matte with a slight satin-like reflection, accurately capturing the wool’s tactile qualities. Coloration is predominantly off-white or cream with subtle variations and shadows that emphasize the curls and fiber density, achieved through natural pigmentation rather than artificial colorants.
Mapped to PBR workflow, the BaseColor (Albedo) channel conveys the soft, warm tones of natural wool, while the Normal map intricately defines the curly fiber geometry and volumetric surface detail. The Roughness map controls the subtle sheen, balancing diffuse softness with localized specular highlights that simulate the lanolin’s reflective properties. The Metallic channel remains neutral, as wool is a non-metallic organic material. Ambient Occlusion enhances depth perception by accentuating fiber overlaps and crevices. Height or Displacement maps provide realistic depth cues for the curls, enabling enhanced parallax effects on curved or irregular 3D surfaces.
Rendered in an ultra-high 8K resolution, this texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring maximum fidelity and seamless tiling without visible repetition. It’s especially suitable for digital fashion visualizations, interior decor renderings, and any application requiring authentic wool textiles with rich surface detail. For optimal results, it is recommended to carefully adjust the UV scale to maintain natural fiber proportions and to fine-tune roughness values to match lighting conditions. Combining height and normal maps can further enhance the illusion of depth and softness, particularly in close-up views or dynamic lighting environments.
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.
