This seamless 3D texture presents a highly detailed surface featuring cracked paint overlaying a worn leather base, crafted to deliver an authentic vintage aesthetic. The underlying material mimics pebbled leather, characterized by its organic grain orientation and natural porosity enhanced through weathering effects. The cracked paint layer appears as brittle, aged enamel with subtle distressing, simulating the flaking and peeling that occurs over time due to environmental exposure and mechanical wear. Influences of distressed denim fabric subtly inform the texture’s surface complexity, adding layered depth to the finish. The combination of organic leather fibers and adhered paint binders creates a tactile, multi-material composition, where pigments and oxide layers in the paint interact with the leather’s natural coloration, resulting in a nuanced, dusty, and smudged appearance. This interplay is expertly captured through realistic surface roughness and ambient occlusion, conveying a sense of age and use.
Rendered in an ultra-high 8K resolution and fully optimized for physically based rendering (PBR) workflows, this texture includes comprehensive maps such as BaseColor (Albedo), Normal, Roughness, Metallic, Ambient Occlusion, and Height/Displacement. The BaseColor channel showcases the cracked paint’s faded pigments atop the warm, worn leather hues, while the Normal and Height maps emphasize the intricate relief of paint fissures and leather grain. Roughness values vary naturally to replicate the matte, dusty finish of weathered leather contrasted against the slightly glossier fractured paint areas. The Metallic channel remains minimal, reflecting the organic, non-metallic nature of leather and paint. Ambient Occlusion enhances the depth perception in crevices and cracks, suitable for realistic rendering in engines like Unreal, Blender, and Unity. This texture’s seamless nature ensures flawless tiling for large-scale applications without visible repetition.
Ideal for texturing objects that demand a weathered, aged look—such as vintage furniture, worn accessories, or rugged apparel—this seamless 3D texture provides both visual and tactile realism. When applying in 3D software, adjusting the UV scale to match object proportions will maintain detail integrity. For enhanced realism, fine-tuning roughness maps can balance the dusty, smudged finish to better suit lighting conditions or material wear level. Utilizing the height and displacement maps can further emphasize surface depth, especially in close-up renders or interactive visualization, providing a convincing cracked paint on worn leather finish that stands out in games and architectural visualization alike.
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.
