The Dirty Herringbone Parquet Texture Seamless high resolution up to 8k is a meticulously crafted, tileable wood texture designed to replicate the aged and weathered appearance of traditional herringbone parquet flooring. This texture captures the natural grain orientation of wooden planks, highlighting the subtle dirt accumulation and wear patterns that develop over time on organic hardwood surfaces. The surface finish simulates a slightly distressed matte varnish, revealing both the porous wood fibers and the faint, uneven sheen caused by foot traffic and environmental exposure. The warm, earthy tones and muted color variations stem from natural wood pigments and slight oxidation effects, creating a realistic, lived-in look that enhances material authenticity in any 3D scene or render.
In terms of PBR channels, the BaseColor/Albedo map conveys the nuanced color shifts, dirt deposits, and grain details essential for visual depth. The Normal map emphasizes micro-structural wood fibers, subtle scratches, and the characteristic herringbone pattern’s edges, contributing to realistic light interaction. Roughness values are calibrated to reflect the semi-matte finish, balancing soft reflections with the texture’s worn, dusty qualities. The Metallic channel remains negligible, consistent with natural wood’s non-metallic properties. Ambient Occlusion enhances the depth perception in crevices and plank joins, while the Height/Displacement map accurately portrays plank thickness variations and surface irregularities, reinforcing realism in parallax and displacement rendering.
Offering seamless tiling and an ultra-high resolution of up to 8k, this ai texture is fully optimized for use in Blender, Unity, and Unreal Engine, ensuring it scales elegantly across large surfaces without visible seams or pixelation. It is ideal for real-time environments, cinematic renders, level dressing, and detailed material studies where authentic parquet flooring is required. For optimal results, it is recommended to adjust the UV scale to match the intended floor dimensions and fine-tune the roughness channel intensity according to the scene’s lighting setup to maintain natural material grounding and enhance realism.
The tileable dirty herringbone parquet texture seamless high resolution up to 8k offers a detailed, AI-generated parquet texture with a realistic PBR appearance, allowing for accurate 3D preview and versatile application in material design.
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.
