Floor Flooring Hexagon Old Vintage Wood — Seamless PBR Texture free download

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

Preview — Floor Flooring Hexagon Old Vintage Wood — Seamless PBR Texture

IDfloor-flooring-hexagon-old-vintage-wood-x3
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture showcases an old vintage wood flooring design meticulously composed of hexagon-shaped planks that authentically replicate the distinctive characteristics of aged hardwood. The base substrate consists of natural wood featuring a rich directional grain pattern that reveals subtle weathering and extensive wear accumulated over time. Organic binders and natural resins are implied through the detailed fiber structures and grain orientation enhancing the tactile depth and complexity of the surface. The finish presents a slightly worn matte patina typical of vintage floors where fine cracks natural imperfections and gentle discoloration from years of use and exposure create a visually compelling aged effect. This texture effectively conveys the porous nature of old wood with nuanced surface roughness and subtle color variations reflecting oxidation and fading pigments.*

Within physically based rendering workflows this texture set includes comprehensive PBR maps designed to produce accurate material responses under various lighting conditions. The BaseColor map captures warm muted wood tones with subtle pigment shifts that echo natural aging and exposure to light. The Normal map accentuates the intricate grain details and slight surface undulations characteristic of weathered wood while the Roughness map balances areas of worn smoothness against rougher matte patches to simulate realistic light scattering. The Metallic channel remains minimal consistent with natural wood’s non-metallic properties ensuring authentic rendering behavior. Ambient Occlusion enhances depth perception by simulating soft shadows within crevices and grain valleys and the Height/Displacement maps provide fine surface relief enabling convincing parallax effects and volumetric detail in both real-time engines and offline renderers.*

Rendered at a high resolution of 8K this vintage wood hexagon flooring texture is optimized for large-scale tiling maintaining consistent color fidelity and seamless repetition across expansive floor surfaces. It is fully compatible with popular 3D and game development platforms such as Blender Unreal Engine and Unity facilitating smooth integration into diverse project pipelines. For optimal realism adjusting the UV scale to preserve the hexagonal proportions is recommended along with fine-tuning the roughness values to suit specific lighting environments. This careful calibration enhances the natural interplay of light and shadow delivering an authentic aged wood flooring appearance suitable for architectural visualization game environments and other visualization workflows.*

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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