Old Wood Floor — Planks Old Uneven Old Uneven Weathered — PBR seamless 3D texture free download

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

Preview — Old Wood Floor — Planks Old Uneven Old Uneven Weathered — PBR seamless 3D texture

IDold-wood-floor-wood-wooden-deck-planks-old-uneven
Wood
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This old wood floor texture captures the authentic character of aged weathered wooden planks ideal for creating realistic outdoor decks flooring or man-made wooden surfaces in 3D projects. The base material is natural wood exhibiting signs of wear such as uneven grain orientation surface porosity from long-term exposure dirt accumulation and subtle discoloration in various shades of brown. These characteristics result from organic growth rings natural fibers and mineral deposits that have interacted with environmental factors over time producing a uniquely rough and worn texture. The surface finish is matte with slight roughness reflecting the weathered condition of outdoor wooden floors that have been exposed to sun rain and foot traffic causing faded pigments and oxidized layers that contribute to the depth and realism of the material.

The texture set is physically based (PBR) and seamless featuring high-resolution 4K maps with an optional 8K upgrade for exceptionally detailed close-ups or high-end rendering needs. Included are essential PBR channels: Albedo (BaseColor) reflects the natural brown hues and uneven pigment distribution; Normal maps simulate the intricate wood grain cracks and plank edges to enhance surface detail; Roughness controls the diffuse reflection emphasizing areas of wear and dirt buildup with variable glossiness; Ambient Occlusion adds subtle shadowing in crevices between planks enhancing depth perception; Height maps provide accurate displacement data enabling realistic surface deformation and parallax effects. Metallic maps are minimal or absent as the wood is non-metallic ensuring physically accurate shading across real-time engines and offline renderers.

Optimized for modern pipelines this texture performs reliably with no manual tweaking needed delivering balanced detail and performance across popular digital content creation software such as Blender Unreal Engine and Unity. The seamless tileability allows for flexible UV scaling on large surfaces like decks or floors without visible repetition. For best results it is recommended to adjust roughness values slightly to simulate varying weather conditions—lower roughness for wet or polished wood effects higher for dry dusty surfaces. Additionally using the height map for parallax occlusion mapping enhances realism by adding subtle depth to the uneven worn planks making this old wood floor texture a versatile asset for outdoor scenes requiring authentic wooden materials.

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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