This 8k seamless PBR texture depicts a double hung window characterized by cracked glass panes and significant dirt accumulation, capturing the wear and tear typical of aged or neglected architectural elements. The window’s primary material is clear glass, modeled with subtle imperfections and fractures that manifest as fine window cracks and more pronounced breaks. These cracks are simulated through detailed normal and height maps, providing realistic depth and shadowing that enhance the fractured surface geometry. The glass surface exhibits a semi-gloss finish with moderate roughness variation, reflecting light inconsistently due to both the cracks and a thin layer of window dust and dirt buildup, which is visible in the BaseColor and Roughness maps.*
The window frame and sill are predominantly weathered painted wood, showing grain and subtle porosity from prolonged exposure to the elements. The wood substrate beneath the paint binder reveals fine fibers and natural growth rings, while the paint layer exhibits chipping and discoloration caused by dirt and grime deposits. The frame’s surface finish is matte with localized glossiness where the paint remains intact, mapped accurately through the Roughness and Ambient Occlusion channels to emphasize crevices and dirt accumulation. The window latch is modeled as a slightly oxidized metal element, with a low metallic value and moderate roughness to simulate aged steel or iron, contributing to the overall structural realism.*
This texture’s composition includes a glass substrate with micro-cracks and dirt particles that appear embedded within the surface, achieved through layered height and normal information. The wood frame’s paint binder adheres to a fibrous grain aggregate, while accumulated dust and dirt particles add fine surface irregularities and color variations in the BaseColor map, emphasizing grime buildup especially along horizontal surfaces such as the window sill. The Ambient Occlusion channel enhances shadowing around cracks, latch crevices, and wood grain depressions, while the Height map supports parallax effects for visible depth in both the cracked glass and wood grain details.*
Designed at an 8k resolution, this seamless texture is fully compatible with Blender, Unreal Engine, and Unity, allowing for high-fidelity rendering of weathered double hung windows in both real-time and offline workflows. For optimal results, it is recommended to carefully adjust the UV scale to maintain the natural proportions of the wood grain and crack patterns, and to fine-tune roughness values to balance reflectivity between the glass and wooden components. Blending the height and normal maps can enhance the perception of depth around window cracks and dirt layers, providing a convincing aged appearance in diverse architectural visualization projects.
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.
