Red and White Checker Cloth Texture | Free PBR free download

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

Preview — Red and White Checker Cloth Texture | Free PBR

IDred-and-white-checker-cloth-texture-free-pbr
Fabric
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This red and white checker cloth texture is crafted from a finely woven organic textile, primarily cotton fibers, exhibiting a classic checkerboard pattern with alternating vibrant red and clean white squares. The fabric’s base substrate consists of tightly interlaced natural fibers, bonded through traditional weaving techniques that create subtle grain orientation visible in the weave’s directional flow. The surface finish is matte with a soft, slightly textured feel that reflects the porous nature of the cotton material. The pigments used in the red and white colorants are evenly absorbed into the fibers, resulting in consistent saturation without glossiness, while the subtle irregularities in fiber density and weave tightness contribute to natural variations in the pattern’s appearance. Over time, minor weathering effects such as gentle fading and fiber softening can be simulated to enhance realism in digital rendering.

In Physically Based Rendering (PBR) workflows, this texture is optimized across multiple channels for accurate material reproduction. The BaseColor (Albedo) channel captures the true red and white hues with no baked-in shadows, emphasizing the cloth’s vivid checker pattern. The Normal map details the fine weave structure, adding micro-surface relief that responds to lighting and enhances depth perception. Roughness values reflect the fabric’s matte finish, with moderate roughness to simulate the scattering of light over cotton fibers without gloss or shine. Metallic values remain at zero, consistent with the non-metallic nature of textiles. Ambient Occlusion subtly enhances the weave intersections and crevices, adding realism to depth and shadowing. Height or Displacement maps encode the raised texture of the weave, useful for parallax effects or fine surface detail in high-fidelity renders.

Rendered at a stunning 8K resolution, this seamless texture ensures exceptional detail and clarity, making it perfectly suited for high-end projects within Blender, Unreal Engine, and Unity. Whether used for close-up fabric simulations in architectural visualizations or detailed costume design in game development, the texture’s superior quality supports realistic material representation and flexible shader integration. For practical use, adjusting the UV scale to match the physical dimensions of the intended fabric is advised—scaling too large may reduce the visibility of weave detail, while scaling too small can create unnatural repetition. Additionally, fine-tuning the roughness parameter can help adapt the texture’s response to different lighting environments, from softer indoor scenes to harsher outdoor conditions.

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

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