Seamless Brown Planks 03 by Texture Haven – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Brown Planks 03 by Texture Haven – PBR 3D Texture (8K ready)

IDbrown-planks-03-by-texture-haven-pbr-seamless-8k
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Brown Planks 03 by Texture Haven is a meticulously crafted high-quality PBR 3D texture pack designed to authentically replicate the natural characteristics of untreated wooden planks. The base material is solid wood with a fibrous grain structure that runs consistently along the length of each plank revealing subtle orientation and organic imperfections typical of aged weathered timber. This texture captures warm rich brown tones that reflect the intrinsic pigments and oxide layers found in natural wood resulting in nuanced color variations that enhance depth and realism. The surface finish is matte and dry emphasizing the tactile roughness and slight porosity of the wood while visible small cracks and grain details illustrate the natural wear caused by environmental exposure—ideal for recreating rustic or coastal architectural elements in 3D scenes.

From a materials composition standpoint the texture highlights a combination of solid wood fibers bound tightly with natural adhesives without any artificial coatings or gloss allowing for a genuinely raw appearance. The wood’s surface exhibits a balance between weathered and intact areas with roughness values that vary subtly across the plank to simulate the realistic scattering of light on both smooth and worn spots. This texture pack includes multiple optimized PBR channels: the Base Color (Albedo) map conveys rich brown hues and fine color gradations the Normal map details the fibrous grain and uneven surface topology while the Roughness map controls the matte finish by differentiating between polished and weathered zones. Ambient Occlusion enhances shading in plank joints and crevices adding to the visual perception of depth and the Height or Displacement map supports parallax or tessellation effects providing authentic surface relief without visible tiling artifacts when applied to large-scale models.

Available in resolutions up to 8K this texture ensures exceptional fidelity and sharpness even in close-up renders making it perfectly suited for use in modern rendering engines and 3D software such as Blender Unreal Engine and Unity. In Blender it seamlessly integrates with the Principled BSDF shader while in Unreal Engine and Unity the multiple maps can be connected directly to material graph inputs or Lit shaders to achieve physically accurate shading and consistent material response across different lighting conditions. For optimal results it is recommended to maintain consistent UV texel density and consider using triplanar or layered tiling to minimize repetition. Additionally combining the Normal and Height maps enhances perceived surface depth and complexity while fine-tuning the Roughness channel can help balance the natural matte finish with subtle light reflections achieving a realistic wooden plank appearance that fits a variety of natural and architectural scenes.

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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