Black Painted Planks — Wooden Planks Weathered Scratched Worn Grain — PBR seamless 3D texture free download

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

Preview — Black Painted Planks — Wooden Planks Weathered Scratched Worn Grain — PBR seamless 3D texture

IDblack-painted-planks-painted-painted-wood-wood-wooden-planks-weathered-scratched
Wood
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This black painted planks texture represents weathered wooden planks coated with a durable black paint layer exhibiting realistic wear patterns such as scratches worn grain and distressed wood surfaces. The base material is natural timber characterized by visible wood grain and fibrous texture beneath the paint film. The paint layer acts as a protective binder that has undergone environmental exposure resulting in subtle surface porosity faded pigment patches and exposed wood grain where the paint has chipped or worn away. This combination of painted wood and weathered timber captures the physical complexity of aged wooden planks from the smooth painted sections to the rough distressed areas where the underlying grain and natural timber fibers become apparent.

The PBR channels included in this seamless 3D texture set accurately recreate these material properties for physically based rendering workflows. The Albedo/BaseColor map delivers the rich black paint with natural variations caused by weathering and worn spots revealing wood tones underneath. The Normal map encodes the fine details of the wood grain scratches and surface imperfections enhancing the perception of depth and tactile roughness. Roughness maps define the varying glossiness of painted versus exposed timber areas highlighting the contrast between smooth painted surfaces and matte distressed wood. The Ambient Occlusion channel adds realistic shadowing in crevices and grain patterns while the Height/Displacement map provides subtle relief to simulate the uneven worn timber surface. The texture set is optimized for the metal/rough workflow but contains no metallic component consistent with non-metallic painted wood materials.

Provided in seamless 4K resolution with an optional 8K upgrade this wooden planks texture is fully tileable and suitable for use in modern DCC software and game engines such as Blender Unreal Engine and Unity. The high-resolution detail ensures excellent fidelity in both real-time and offline rendering pipelines delivering reliable and balanced results without manual tweaking. For best results users are advised to carefully adjust the UV scale to maintain consistent grain size and to fine-tune roughness values to accurately represent the weathered paint finish which can vary from semi-glossy to matte depending on the level of wear. This texture is ideal for architectural visualization game environments or any project requiring authentic weathered black painted wood surfaces with physically based realism and seamless usability.

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.


AITEXTURED Tools

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