Yellow Squares Cotton — Squares Cotton Woven Grid Textile Fabric — PBR seamless 3D texture free download

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

Preview — Yellow Squares Cotton — Squares Cotton Woven Grid Textile Fabric — PBR seamless 3D texture

IDwaffle-pique-cotton-yellow-squares-cotton-woven-waffle-weave-waffle-pique
Fabric
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Yellow Squares Cotton texture features a finely woven waffle pique cotton fabric crafted from organically sourced cotton fibers that are tightly interlaced to form a distinctive grid pattern of raised squares. This waffle weave structure imparts a subtle three-dimensional relief across the surface creating natural porosity and a tactile depth typical of high-quality woven textiles. The fabric is dyed with vibrant yellow pigments that provide consistent rich color saturation while preserving the soft matte finish inherent to organic cotton. The surface remains free from any metallic components emphasizing the fabric’s purely natural cotton composition. Variations in the waffle pique weave produce gentle height differences and nuanced shading which interact realistically with light to create soft shadows and enhance the textile’s depth and texture.

Designed for physically based rendering (PBR) workflows this seamless 3D texture includes an extensive set of maps to accurately replicate the complex material qualities of waffle pique cotton in digital environments. The Albedo/BaseColor map captures the vivid yellow hues and subtle tonal shifts within the woven grid pattern while the Normal map encodes the fine surface relief of the waffle weave enabling realistic light response and surface detail in 3D applications. The Roughness map reflects the slightly uneven matte texture of cotton providing diffuse highlights without gloss. The Metallic channel is minimal underscoring the organic nature of the fabric and the Ambient Occlusion map enhances depth perception emphasizing intersections in the grid pattern. Height and Displacement maps add precise surface undulations allowing for tactile simulation of the waffle texture. These PBR maps are provided in both PNG and EXR formats supporting high-fidelity workflows.

Available in seamless tileable 4K resolution with an optional upgrade to 8K this 3D texture is fully optimized for use in Blender Unreal Engine and Unity. The tileable design allows the yellow grid pattern to repeat flawlessly over large surfaces making it ideal for realistic fabric shading textile visualization and simulation in both real-time and offline rendering pipelines. Calibrated for the metal/rough workflow the material delivers consistent shading results with minimal adjustment. For optimal realism it is recommended to carefully adjust the UV scale to match the intended fabric size and to fine-tune roughness values depending on lighting conditions or simulated wear enhancing the natural appearance of the vibrant waffle pique cotton textile.

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.