Seamless 3d texture pbr 8k woven fence with rough wood and weathered paint surfaces free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Seamless 3d texture pbr 8k woven fence with rough wood and weathered paint surfaces

IDseamless-3d-texture-pbr-8k-woven-fence-with-rough-wood-and-weathered-paint-surfaces
Fences
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a highly detailed woven fence constructed from rough wooden strips, characterized by weathered paint finishes and natural surface wear. The base material consists of aged wood planks, arranged in a tight interlaced pattern that simulates the traditional craftsmanship of woven fences. The wood grain is coarse and uneven, revealing the natural porosity and fibrous structure of the timber substrate. Over time, the painted surfaces have degraded, exhibiting peeling layers and faded pigments that add authenticity to the weathered appearance. The paint acts as a thin binder layer over the wood, with visible cracks and chips that expose the raw wood underneath, creating a complex interplay of color and texture.

The texture’s composition is carefully mapped to PBR channels to maximize realism and versatility in 3D applications. The BaseColor (Albedo) channel captures the nuanced interplay between the natural brown tones of rough wood and the muted, aged paint pigments, blending subtle discolorations and dirt accumulation. The Normal map emphasizes the intricate woven pattern and the roughness of the wood grain, including the raised edges of peeling paint and small surface imperfections such as splinters and cracks. Roughness values vary across the surface, with weathered paint areas showing higher roughness due to flaking and erosion, while some wood regions retain slightly smoother, less reflective qualities. The Metallic channel remains near zero, reflecting the organic, non-metallic nature of wood and paint. Ambient Occlusion enhances shadowed crevices within the weave, deepening the visual depth and enhancing contact shadows. Height or Displacement maps detail the relief of overlapping wooden strips and surface irregularities, crucial for adding tactile realism in close-up renders.

Rendered at an impressive 8K resolution, this texture ensures exceptional clarity and fine detail, suitable for high-fidelity environments in Blender, Unreal Engine, and Unity. Its seamless tiling capability allows for large-scale application without visible repetition, ideal for creating expansive garden fences, rustic boundaries, or aged architectural elements. The neutral lighting setup embedded in the texture maintains accurate color representation and surface detail, ensuring that artists can integrate the material into various lighting conditions without color shifts or loss of detail.

For practical use, it is advisable to carefully adjust the UV scale to maintain the natural proportion of the woven pattern, avoiding distortion that would break the realism. Additionally, fine-tuning the roughness map can help achieve the desired balance between aged matte paint and slightly polished wood, depending on the scene’s lighting environment. When working in engines that support parallax or displacement mapping, blending the height data with normal maps can significantly enhance the perception of depth and material complexity, especially in close-up shots or interactive applications.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


::contentReference[oaicite:0]{index=0}

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