This seamless 3D texture showcases an embossed raised leathery supple material crafted to mimic the natural complexity of high-quality leather surfaces. The base substrate simulates a dense organic polymer matrix typical of genuine leather, combined with fine textile fibers that create a quilted, padded structure enhanced by detailed stitching and fabric pleats. The surface finish is matte and flat, emphasizing soft velvety qualities with plush velvet-like highlights and subtle wrinkled, creased details that convey authentic wear and natural aging. Pigments and colorants are carefully blended to replicate rich leather tones, while micro-variations in grain orientation and porosity add depth, making the material ideal for luxury upholstery, fashion design, and detailed product visualization.
Rendered in ultra-high 8K resolution, this PBR texture integrates multiple channels to fully represent the material’s physical properties. The BaseColor (Albedo) channel captures the nuanced leather hues and fabric stitching patterns without any baked-in lighting, ensuring versatility. The Normal map defines the embossed raised areas, quilted padding, and fine creases, providing realistic surface relief. Roughness is tuned to balance the matte flat finish with soft, velvety highlights, while the Metallic channel remains minimal to reflect the organic non-metallic nature of leather. Ambient Occlusion enhances the depth of stitching and fabric folds, and the Height/Displacement map offers subtle elevation changes for convincing parallax effects in close-up renders. This texture is fully optimized and ready for real-time engines like Unreal Engine and Unity, as well as offline rendering in Blender.
Designed for seamless tiling, the texture ensures continuous, realistic coverage without visible edges or repetition artifacts, making it perfect for large-scale applications or detailed close-up shots. For optimal results, adjusting the UV scale to maintain the natural proportion of the embossed leather patterns is recommended, along with fine-tuning roughness values to match specific lighting environments and achieve the desired tactile feel. The height map can be used with parallax occlusion mapping or displacement modifiers to enhance the perception of the raised, embossed leather details, adding an extra level of realism to your fashion, interior, or product design projects.
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.
