The worn oak parquet texture seamless high resolution up to 8k represents a meticulously crafted digital material that captures the authentic character of aged oak wood flooring. This texture emulates the natural composition of oak parquet, showcasing tightly arranged wooden slats with visible grain orientation and subtle weathering effects that reflect years of foot traffic and environmental exposure. Its surface finish is realistically worn, combining matte and lightly polished areas where the topcoat has faded, revealing the organic wood fibers beneath. Pigments and natural color variations typical of oak—ranging from warm honey tones to deeper browns—are faithfully reproduced in the BaseColor/Albedo channel, while gentle stains and minor imperfections add depth and realism to the material’s appearance.
From a materials perspective, the worn oak parquet texture relies on an intricate layering of AI-generated details that simulate the porous wood substrate and the adhesive binders used to secure individual parquet pieces. The Normal map emphasizes fine grain and subtle surface relief, enhancing tactile perception under dynamic lighting. Roughness values vary across the surface, reflecting areas where varnish remains intact versus places worn smooth by use, ensuring the texture reacts naturally in physically based rendering workflows. The Metallic channel is minimal, consistent with organic wood properties, while Ambient Occlusion and Height maps enhance visual depth and spatial definition, especially on large UV islands, maintaining cohesion across extensive surfaces. This seamless tileable texture is optimized for high-resolution 3D previews, supporting workflows in Blender, Unreal Engine, and Unity with up to 8K fidelity.
Designed for architectural visualization, environment art, and concept prototyping, this tileable worn oak parquet texture high resolution up to 8k accelerates material setup by eliminating repetitive artifacts common to auto-generated patterns. The texture’s stability and clarity ensure that large-scale applications maintain a consistent, natural look without visible seams or distortions. For best results, it is recommended to fine-tune the roughness and normal intensity parameters to match your specific lighting rig and scene conditions, helping to ground the material realistically within your project. Adjusting UV scale can also enhance the perception of grain detail and surface wear, allowing for flexible integration into diverse design pipelines.
The worn oak parquet texture seamless high resolution up to 8k offers a tileable, ai texture solution that ensures realistic parquet textures with detailed PBR appearance for advanced material rendering.
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.
