This seamless 3D texture presents a highly detailed tweed wool fabric rendered at an impressive 8K resolution, designed for physically based rendering (PBR) workflows. The base material is pure wool textile, characterized by its natural fiber composition that provides a subtle irregularity in thread thickness and weave density. The fabric’s geometric form is defined by a classic herringbone pattern, a distinctive V-shaped weaving structure that creates a refined, interlocking zigzag effect. This pattern adds depth and visual interest, emphasizing the textile’s woven nature and the tactile complexity of the wool fibers.
The substrate consists of tightly interlaced wool fibers, which naturally contain tiny air pockets contributing to the fabric’s inherent porosity and insulation properties. The surface finish appears matte with a slight fuzziness typical of wool, enhanced by natural dye pigments that produce warm, muted color variations rather than uniform synthetic shades. These pigments subtly penetrate the wool fibers, allowing for authentic color gradations and slight tonal shifts that mimic the effects of traditional natural dyeing methods. The texture incorporates visible thread variations and minor surface irregularities, which are captured in the height and normal maps to emphasize the tactile quality of the textile.
From a PBR perspective, the BaseColor (Albedo) map holds the natural dye tones and nuanced color distribution across the herringbone weave. The Normal map encodes the fine fiber detail and the raised pattern of the diagonal stitches, providing realistic light interaction and subtle shadowing. Roughness is moderately high, reflecting the wool’s soft, matte appearance and slightly diffuse light scattering. The Metallic channel is negligible, as wool is a non-metallic organic material. Ambient Occlusion enhances the depth within the weave intersections and fiber clusters, while Height/Displacement maps accentuate the three-dimensional relief of the herringbone pattern and surface texture for enhanced realism in close-up renders.
This texture is optimized for seamless tiling, making it ideal for large-scale applications without visible repetition, and is fully compatible with Blender, Unreal Engine, and Unity. When applying this texture, it is advisable to adjust the UV scale carefully to maintain the natural proportion of the herringbone pattern, ensuring fidelity in both digital fashion and interior visualization projects. Additionally, fine-tuning the roughness map can help achieve the desired softness or crispness in fabric appearance, while blending height and normal maps can enhance depth perception without excessive displacement that might distort the mesh.
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.
