This seamless 8k PBR texture captures the intricate details of an old wooden window, characterized by weathered and chipped paint revealing the natural wood grain beneath. The primary material is aged wood, featuring a plank-based geometric form with visible grain patterns running longitudinally along each board. The wood substrate exhibits natural porosity and fibrous structure, contributing to the texture’s tactile realism. The painted surface layer, once smooth and protective, has degraded over time due to exposure to environmental elements, resulting in cracked and peeling paint chips that expose the underlying wood. The paint binder shows signs of oxidation and UV degradation, causing pigment fading and subtle discoloration variations across the surface.
The texture incorporates detailed components of the window’s hardware, including metal elements such as the latch, lock, and hinges. These metallic parts have a slightly oxidized and worn finish, demonstrating low reflectivity with subtle rust and patina effects. The window sill, crafted from the same aged wood material, presents additional weathering with accumulated dirt and micro-scratches, enhancing the overall authenticity. The surface finish across the wood and metal parts ranges from rough and matte on the chipped painted wood to minimally polished on the metal, reflecting varying degrees of wear and environmental exposure.
In terms of PBR channel mapping, the BaseColor (Albedo) channel captures the faded blues, grays, and natural wood browns of the peeling paint and exposed grain. The Normal map encodes the intricate surface relief, emphasizing paint chips, wood grain ridges, and metal hardware details. Roughness values vary across the texture, with higher roughness on weathered wood and paint chips, and lower roughness on the metal components to simulate their worn but smoother finish. The Metallic map selectively highlights window hardware as non-organic metal, while the wood and paint remain non-metallic. Ambient Occlusion enhances shadowing in crevices such as chipped paint edges and around hardware fittings. Height/Displacement maps provide subtle depth differences between peeling paint layers and recessed wood grain, supporting realistic parallax effects.
Rendered at an 8k resolution, this texture is optimized for high-fidelity applications in Blender, Unreal Engine, and Unity, ensuring crisp detail even up close. For practical use, it is recommended to carefully adjust the UV scale to maintain the natural plank width and wood grain proportions, avoiding distortion. Additionally, fine-tuning roughness values can help balance the weathered matte surfaces with the slightly reflective metal hardware. Combining height and normal maps thoughtfully will enhance the perception of depth on chipped paint edges without overly exaggerating displacement, preserving realism across diverse lighting conditions.
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.
