This seamless 3D texture showcases a high-quality oak wood surface characterized by a natural medium brown finish and authentic scratched surface details that convey subtle wear and age. The base material is solid oak, known for its fine grain and dense wood fibers, which are distinctly captured in this texture. The surface finish combines a lightly weathered, matte look with gentle abrasion marks, reflecting realistic brushing and scuffing typical of well-used oak furniture or flooring. The natural pigments of the wood, primarily warm brown tones with slight variations, are faithfully represented, giving the material a tactile, organic appearance. The texture’s porosity is low, consistent with hardwood, but the scratches introduce minor surface irregularities that add depth and complexity to the visual effect.
Rendered in 8K resolution using physically based rendering (PBR) techniques, this oak wood texture includes fully optimized texture maps essential for realistic material simulation. The BaseColor (Albedo) map delivers true-to-life medium brown hues with natural color variation and subtle discoloration from wear. The Normal map encodes fine grain orientation and the depth of scratches, enhancing the surface’s tactile quality when lit in 3D environments. The Roughness map controls the matte finish with slight gloss variations along the scratches and polished grain, while the Metallic map remains near zero, accurately representing the non-metallic nature of oak wood. Ambient Occlusion adds shadowing in crevices and grain valleys, and the Height (Displacement) map provides surface relief for enhanced parallax effects, contributing to the texture’s realism in close-up renders.
This texture is fully seamless, enabling smooth tiling without visible borders, which is ideal for large-scale furniture or flooring visualizations where continuous wood surfaces are required. Its 8K resolution ensures crisp detail even at close camera distances, making it suitable for projects demanding high fidelity in Blender, Unreal Engine, or Unity. For best results, it is recommended to adjust the UV scale to maintain natural grain proportions and to fine-tune the roughness map intensity depending on the specific lighting conditions and material wear level desired in your scene. This seamless scratched oak wood 3D texture is particularly effective for realistic worn wood furniture renders, architectural visualizations, and interactive environments needing authentic wood surfaces with subtle, natural imperfections.
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.
