This seamless 3D texture presents a luxurious quilted padded velvet plush fabric surface rendered in stunning 8K resolution, designed to capture the intricate qualities of high-end textile materials. The base composition emulates a densely woven velvet fabric made from fine organic fibers, expertly knitted and looped to form a soft yet structurally robust substrate. Braided and twisted thread details add depth and authenticity to the surface, reflecting the complex interplay of yarn tension and fiber orientation typical of premium upholstery textiles. The fabric’s matte, flat finish balances the inherent softness and plush feel of velvet with precise stitch definition, achieved through subtle variations in the roughness and normal maps that enhance tactile realism in physically based rendering (PBR) workflows.
In the PBR channels, the BaseColor/Albedo captures the rich, deep hues characteristic of dyed velvet plush, showing natural color gradients influenced by the fabric’s pleated and padded construction. The Normal map meticulously replicates the three-dimensional quilted pattern and fine braided threads, contributing significant surface relief and depth to lighting interactions. Roughness values are carefully tuned to represent the velvet’s soft, diffused reflection—neither overly glossy nor flat—while the Metallic channel remains minimal, consistent with the organic textile origin. Ambient Occlusion highlights the subtle shadowing between stitched seams and folds, enhancing the perception of volume. The Height/Displacement map provides accurate surface elevation data, enabling realistic parallax effects that emphasize the padded quilt texture during close-up renders.
Optimized for seamless tiling, this fabric texture ensures smooth repetition without visible seams, making it ideal for detailed applications in upholstery, fashion design, and decorative 3D elements. Its high-resolution 8K detail supports photorealistic renders in Blender, Unreal Engine, and Unity, facilitating versatile use across game development, virtual production, and interior visualization projects. For best results, it is recommended to adjust the UV scale thoughtfully to maintain the fabric’s intricate stitch detail without pixelation and to fine-tune roughness parameters slightly depending on lighting conditions to achieve the desired plush softness or subtle sheen. The height map can also be leveraged for parallax occlusion mapping to enhance the tactile feel 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.
