This seamless 3D PBR texture showcases a finely detailed houndstooth and plaid wool pattern rendered in an impressive 8K resolution, capturing the authentic characteristics of natural wool fibers. The base material is a densely woven wool textile, composed primarily of interlaced animal fibers that provide a soft yet sturdy substrate. The intricate weave geometry forms a repeating pattern of small-scale houndstooth motifs combined with broader plaid stripes, creating a complex yet harmonious fabric structure. The textile surface exhibits subtle variations in fiber thickness and direction, contributing to the tactile depth and visual richness essential for realistic digital representation.
The composition of this wool texture includes tightly spun wool fibers that act as the primary aggregates, bonded through traditional weaving techniques rather than adhesives, resulting in a porous but resilient fabric surface. The natural wool fibers present a slightly fuzzy and matte finish, with microscopic hair-like projections that diffuse light softly and enhance the roughness characteristics. Colorants are integrated into the fibers themselves, producing natural-looking pigments in a palette of muted earth tones and classic wool hues. These pigments contribute to the BaseColor (Albedo) channel, offering nuanced color variation across the pattern without harsh edges or artificial uniformity.
In terms of PBR mapping, the Normal and Height maps capture the subtle undulations and the raised textiles’ weave structure, emphasizing the dimensionality of the houndstooth and plaid forms. The Roughness map reflects the natural matte finish and fiber fuzziness, with moderate roughness values that replicate the way light scatters on wool’s slightly uneven surface. The Metallic channel remains at zero throughout, consistent with wool’s non-metallic nature, while the Ambient Occlusion map enhances the perceived depth around the fiber intersections and pattern creases, adding realism to shadows and folds.
This texture is fully optimized for use in Blender, Unreal Engine, and Unity, supporting seamless tiling to allow uniform coverage over large surfaces without visible repetition or seams. When applying this material to 3D models or digital environments, it is recommended to carefully adjust the UV scale to maintain the authenticity of the textile’s pattern size relative to the object. Additionally, fine-tuning the Roughness channel can help simulate different fabric finishes—from slightly polished wool suitable for fashion garments to a more brushed or felted appearance ideal for interior upholstery.
For enhanced realism, blending the Height and Normal maps with subtle parallax occlusion mapping techniques can provide a convincing tactile quality, especially in close-up renders. This approach highlights the texture’s woven relief and fiber depth, making it well-suited for photorealistic renderings in both fashion design and interior visualization projects. The detailed 8K resolution ensures that the smallest fiber details and pattern transitions remain crisp, supporting high-quality outputs across diverse digital workflows.
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.
