
Authentic textile scans with natural fibers, depth, and character. Designed for believable fashion, interiors, and product renders.

Real paper surfaces with subtle grain, texture, and wear. Perfect for packaging, branding visuals, and close-up detail.
Whether you're rendering product shots, or abstract scenes, our materials will save you hours of texturing! Each material is built from real-world scans, capturing subtle imperfections, and details that give your 3D work a natural, believable look. Spend less time creating textures from scratch and more time bringing your creative vision to reality!

The collection includes two dedicated libraries: one for Blender and one for Cinema 4D. Drag and drop to your scene and start creating!

The materials are also provided as standard PBR texture sets. Use them on any renderer that supports PBR workflows. No proprietary formats, just pure flexibility.

Purchase any of the collections and receive all future updates at no extra cost. Build your library over time without worrying about renewals.

With each collection you receive:

Yes, all materials are tileable. Most renderers like Redshift, Octane, Eevee, and Arnold handle non-square textures without issues. However, if you're planning to use them in Unreal Engine, be aware that they may not behave as expected, and we do not recommend them for Unreal projects.

You can use the materials directly in Blender or Cinema 4D through the provided Asset Browser libraries. If you work in other 3D software or rendering engines, you can use the included PBR texture sets to build your own materials.

The materials follow the Disney Principled BSDF model and are fitted to match real-world fabric scans as closely as possible. Even though fabrics are non-metallic, optimizing the metalness map, along with other PBR parameters, gives the fitting algorithm more flexibility, resulting in a better match to the captured appearance.
Constraining metalness to zero would increase fitting errors, so we allow small variations to achieve a more accurate final render. It's important to treat all maps as a unified system: the true material appearance comes from using the full set together.