This seamless 3D PBR texture showcases premium teak wood characterized by its straight grain pattern and a rich oiled wood finish, rendered in stunning 8K resolution for exceptional detail and realism. The base material is natural hardwood, known for its dense fibers and fine, linear grain structure, which is meticulously captured here to highlight the wood’s inherent warmth and golden tones. The oiled finish contributes a subtle sheen that enhances depth and visual richness, while preserving the authentic tactile feel of teak. Fine wood pores and subtle surface variations are evident, reflecting the natural porosity and slight weathering typical of aged teak, making this texture ideal for use in photorealistic architectural visualizations, high-end 3D furniture models, and detailed interior renders. The seamless tile design ensures smooth, uninterrupted application on large surfaces without visible repetition or distortion.
In terms of PBR material channels, the BaseColor/Albedo map presents the natural golden-brown hues of teak with nuanced color variations along the straight grain, faithfully reproducing the wood’s organic pigmentation without artificial tinting. The Normal map captures the delicate surface relief, including the subtle pores and fine grain ridges, adding tactile realism and enhancing light interaction. The Roughness map reflects the oiled finish by balancing smooth, slightly reflective areas with more matte regions where the oil has settled unevenly, contributing to a believable surface texture. The Metallic channel remains close to zero, consistent with the non-metallic nature of wood, while Ambient Occlusion enhances shadowed crevices along the grain for added depth. Height/Displacement maps are finely detailed to replicate the gentle undulations and grain elevation, supporting advanced parallax and tessellation effects in engines like Unreal, Blender, and Unity.
This texture is fully optimized and Unreal, Blender, and Unity ready, allowing for seamless integration into diverse 3D workflows. For best results, it is recommended to adjust the UV scale to maintain the natural appearance of the straight grain without distortion, and to fine-tune roughness values to match different lighting conditions or desired surface wear. Utilizing the height map for subtle parallax displacement can significantly enhance the tactile feel of wood surfaces, especially in close-up interior renders or detailed furniture pieces. Overall, this high-quality, photorealistic teak wood texture provides an authentic material foundation for any project requiring premium wood visuals with natural warmth and intricate grain detail.
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.
