Highly Worn Chesterfield Leather Sofa Texture | Free PBR free download

. Formats: PNG . Free for personal & commercial use.

Preview — Highly Worn Chesterfield Leather Sofa Texture | Free PBR

IDhighly-worn-chesterfield-leather-sofa-texture-free-pbr
Fabric
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Highly Worn Chesterfield Leather Sofa texture features a meticulously crafted, seamless PBR material designed to replicate the authentic appearance of aged leather upholstery. The base substrate is a natural organic fiber weave typical of traditional Chesterfield sofas, overlaid with genuine leather layers that have undergone extensive wear and weathering. The leather’s grain orientation is irregular yet characteristic, revealing subtle creases, cracks, and stretched areas caused by long-term use. The surface finish exhibits a matte to semi-gloss patina, reflecting the natural oils and fading pigments that develop over time. Embedded within the leather are microscopic pores and fine scratches that contribute to its tactile realism. Pigments and dyes have faded unevenly, showcasing a rich palette of deep browns and warm tans that enhance the vintage appeal of the material.

From a technical perspective, this high-quality, CC0-licensed texture is optimized for physically based rendering workflows and includes comprehensive channel maps. The BaseColor (Albedo) channel captures the nuanced color shifts and worn leather hues. The Normal map details the fine grain structure, wrinkles, and embossing typical of Chesterfield leather, while the Roughness map defines the varying gloss levels—from smooth, polished edges to rough, weathered patches. The Metallic channel is minimal, reflecting the organic nature of leather with no metallic properties. Ambient Occlusion enhances depth perception in crevices and folds, and the Height (Displacement) map provides subtle surface relief for realistic shadowing and parallax effects during close-up rendering. This texture is available in up to 8K resolution, ensuring exceptional detail for high-end visualization projects.

Ideal for use in Blender, Unreal Engine, and Unity, this texture seamlessly integrates into diverse 3D environments and materials workflows. To maximize realism, it is recommended to carefully adjust the UV scale to match the specific sofa model dimensions, ensuring the leather grain and wear patterns align naturally. Additionally, fine-tuning roughness values can simulate different aging stages, from slightly polished to heavily distressed leather surfaces. When applying the height or parallax map, subtle displacement enhances the tactile depth of the leather, making the Chesterfield sofa visually compelling in both real-time and offline renders. This texture serves as an excellent resource for artists and designers seeking to add authentic, high-quality worn leather materials to their projects with minimal setup and maximum realism.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.