This seamless embossed leather 3D PBR texture in 8K resolution showcases a natural leather surface characterized by finely detailed pebbled grain and a subtle matte finish. The base material is organic leather, composed primarily of natural animal hide fibers with a dense grain structure that provides inherent durability and tactile richness. The embossed pattern adds depth and complexity, simulating the effect of pressed designs on the leather’s surface, while the matte finish contributes a soft, non-reflective appearance that enhances realism. Colorants are represented by natural pigments embedded within the leather fibers, avoiding artificial gloss and preserving the authentic look of natural leather. The texture’s porosity and slight surface irregularities reflect the natural weathering and organic origin of the material, making it ideal for high-fidelity renders requiring lifelike detail and subtle imperfections.
Rendered using physically based rendering techniques, this 3D texture is fully prepared for use in Blender, Unreal Engine, and Unity, supporting efficient workflows for product design, furniture visualization, and digital fashion assets. The PBR channels include a BaseColor/Albedo map that captures the rich, warm tones of natural leather, while the Normal and Height/Displacement maps provide intricately embossed details and realistic surface relief. The Roughness map controls the matte finish by fine-tuning light scattering to eliminate unwanted reflections, and the Metallic channel remains appropriately neutral, reflecting leather’s non-metallic nature. Ambient Occlusion enhances the perception of depth in crevices and embossing, adding to the tactile quality of the surface. The seamless tiling ensures that this texture can be applied continuously across large surfaces without visible seams or repetitive patterning, making it highly versatile for diverse 3D projects.
For optimal results, when applying this embossed leather texture, it is recommended to adjust the UV scale to match the intended physical size of the leather surface, ensuring the pebbled grain and embossing detail remain crisp and proportionate. Additionally, tweaking the roughness values can help simulate different types of matte finishes, from soft, worn leather to slightly polished variants, improving realism according to the scene’s lighting conditions. This texture is specifically designed to deliver photorealistic leather surfaces at ultra-high 8K resolution, making it an excellent choice for artists and designers seeking premium quality materials that enhance the visual fidelity of their 3D models and 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.
