This seamless 3D texture represents thick wool fabric characterized by a dense, compressed structure with a matte, dry surface finish. The base material is natural wool fibers tightly pressed together, forming a compact substrate with visible wool pile and fuzz that add depth and tactile complexity. The wool fibers are arranged in an irregular, organic pattern typical of heavy woolen textiles, where compressed wool strands create a soft but firm surface with subtle undulations. The texture’s surface exhibits moderate porosity, reflecting the fibrous nature of wool while maintaining a cohesive form due to the natural lanolin and slight felting effects binding the fibers.
In terms of material composition, the substrate consists primarily of intertwined wool fibers that create the bulk of the texture’s volume, supported by a compressed structure that reduces air gaps while preserving individual fiber details. There are no synthetic binders or adhesives present; instead, the natural felting and compression processes act as the binding mechanism. The wool pile appears as small tufted clumps rising from the surface, with fine wool fuzz gently diffusing around the edges, contributing to a soft tactile impression. The color palette is dominated by natural off-white and beige tones, indicative of undyed, dry wool, with subtle variations that enhance realism.
The PBR maps are carefully crafted to represent these material qualities. The BaseColor (Albedo) channel captures the natural, muted tones of dry wool with slight color variance to simulate fiber clumping and shadows. The Normal map emphasizes the raised wool pile and fuzz, adding micro-detail to the surface geometry for realistic light interaction. Roughness is kept relatively high to reflect the matte, non-reflective nature of compressed wool, while the Metallic channel remains at zero, as wool is a non-metallic organic fiber. Ambient Occlusion enhances the depth perception within fiber clusters and compressed areas, and the Height/Displacement map provides subtle relief that simulates the texture’s volumetric pile and fuzz, improving realism especially in close-up renders.
This 8K resolution texture is optimized for seamless tiling, ensuring no visible repetition in large-scale renders. It is fully compatible and ready for integration with Blender, Unreal Engine, and Unity workflows, making it suitable for digital textile visualization, architectural upholstery details, and realistic 3D garment design. For practical usage, it is recommended to carefully adjust the UV scale in 3D software to match real-world wool fabric dimensions for accurate proportioning. Additionally, fine-tuning the Roughness map can help simulate either a fresher wool look by slightly lowering roughness or a more weathered, worn appearance by increasing it. Blending the Height and Normal maps can also enhance the perception of depth without heavy geometry displacement, optimizing performance 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.
