This seamless 8k PBR texture captures the intricate details of an old wooden window characterized by its weathered, chipped paint and exposed aged wood grain. The base material is predominantly solid wood, exhibiting a natural plank structure with visible grain patterns running longitudinally along each board. The wood substrate shows signs of prolonged exposure to the elements, resulting in a slightly porous surface with micro-cracks and uneven wear. The paint layers, once applied as a protective and decorative binder, have deteriorated unevenly over time, revealing patches of raw wood beneath. This interplay between the worn paint and exposed wood creates a rich, tactile composition that balances rough, peeling surfaces with smoother, less eroded areas. The window sill, latch, lock, and hinges are modeled as integrated components with their own distinct metal and wood materials, showing oxidation and rust on metal parts alongside paint chipping on the wooden frame sections.
From a material composition standpoint, the wooden planks serve as the primary substrate, coated with a weathered oil-based paint that has faded and cracked due to UV exposure and moisture cycles. The paint pigments, originally producing muted off-whites and faded blues or greens, have become patchy and chalky, contributing to the roughness and diffuse reflection properties of the surface. The metal hardware elements—latch, lock, and hinges—are composed of corroded iron or steel alloys with oxidized patinas, adding a subtle metallic sheen with high roughness and surface irregularities. The texture’s PBR channels are carefully mapped to replicate these physical properties: the BaseColor (Albedo) channel defines the nuanced color transitions between chipped paint and wood grain; the Normal map emphasizes the subtle relief of paint flakes, wood fibers, and metal embossing; the Roughness map varies from matte wood to semi-glossy, rusted metal; the Metallic map selectively highlights the iron components; Ambient Occlusion enhances crevices around the window hardware and weathered edges; and the Height/Displacement map captures the depth variations caused by peeling paint and wood grain undulations.
Rendered in an ultra-high 8k resolution, this texture ensures exceptional detail and fidelity even at close-up views, making it ideal for photorealistic architectural visualization and game environments. Its seamless design allows for flexible tiling on large surfaces without visible repetition or seams, preserving the authenticity of aged wooden windows in both interior and exterior scenes. This texture has been optimized for compatibility with Blender, Unreal Engine, and Unity, ensuring straightforward integration into diverse 3D workflows. The carefully balanced PBR channel data supports accurate light interaction, enhancing realism under dynamic lighting conditions.
For practical use, it is recommended to adjust the UV scale to match the real-world dimensions of window components, preserving the proportional grain size and paint cracking patterns. Fine-tuning the Roughness map can help achieve the desired balance between matte wood surfaces and the subtly reflective metal hardware. Additionally, blending the Height/Displacement map with Normal details through parallax occlusion techniques can add convincing depth to peeling paint and wood grain textures, enhancing the overall three-dimensional effect without excessive geometry.
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.
