This seamless 3D texture showcases highly detailed rotting wood as the primary organic substrate, characterized by deep weathering and natural decay processes. The wood fibers exhibit significant porosity and grain disruption typical of advanced decomposition, with dark brown tones enriched by dusty surface residues and subtle mold discolorations. Embedded rusty nails punctuate the surface, their oxidized iron layers contributing distinct reddish-brown metallic flakes and rough corrosion patterns. Accentuating the composition are worn leather patches, aged and cracked with a matte finish that contrasts the wood’s fibrous texture. The leather’s faded pigments and natural oils have weathered unevenly, lending authenticity to the old, neglected material blend. Together, these elements form a complex, multi-material surface that reflects prolonged exposure to harsh, abandoned environments such as haunted or Halloween-themed scenes.
Rendered in photorealistic 8K resolution with physically based rendering (PBR) workflows, this texture integrates multiple material properties across key PBR channels for maximum realism. The BaseColor (Albedo) captures the nuanced color palette of dark, rotting wood, rusty iron, and aged leather, while the Normal map defines the intricate surface relief including wood grain, nail corrosion, and leather cracks. Roughness maps vary across materials, with the wood’s matte, dusty finish contrasting the slightly smoother, yet still weathered leather and the coarse, flaky rust on nails. The Metallic channel highlights the rusty nails’ oxidized iron content, leaving the organic wood and leather non-metallic. Ambient Occlusion enhances depth perception around nail heads and leather edges, and Height/Displacement maps provide subtle surface elevation for enhanced parallax effects, emphasizing the texture’s tactile quality.
Optimized for seamless tiling, this 8K texture ensures continuous coverage over large surfaces without visible repetition, making it ideal for use in digital art, architectural visualization, and game assets. It is fully ready for integration in popular engines and software such as Unreal Engine, Blender, and Unity, supporting realistic lighting and shading workflows. For best results, adjusting UV scale to balance detail visibility and performance is recommended, while fine-tuning roughness values can help achieve the desired level of surface reflectivity under various lighting conditions. This texture is an excellent choice for creating immersive abandoned, haunted, or Halloween environments where authentic material decay and weathering convey atmosphere and storytelling.
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.
