The parquet chevron medium tone texture is a meticulously crafted wood surface asset designed to replicate the authentic look and feel of classic medium-toned wooden parquet floors. This seamless parquet chevron medium tone pattern features finely arranged hardwood planks laid in crisp, angular chevron shapes, showcasing the natural grain orientation and subtle porosity of real wood. The base substrate consists of natural hardwood fibers with moderate porosity, contributing to a smooth yet tactile finish that balances warmth and depth. Its medium tone color arises from natural pigments embedded within the wood fibers and the development of subtle oxide layers over time, creating a warm, inviting hue that is neither too light nor overly dark. The surface is gently polished to highlight the wood’s inherent texture while preserving a realistic matte-to-satin finish, typical of well-maintained interior parquet floors. Though adhesives and binders are not visually dominant, they are implied in the tight, stable joinery of the parquet tiles, ensuring a uniform and durable pattern perfect for tileable use without visible seams or breaks.
This high-resolution parquet chevron medium tone texture set is available up to 8K resolution and includes a comprehensive PBR map suite designed to faithfully capture the material’s complexity and its interaction with light. The BaseColor/Albedo map accurately reproduces the medium tone wood pigments and natural grain variations, while the Normal map enhances the subtle wood grain and the sharp edges of the planks, adding realistic surface relief and depth. Roughness maps define the polished yet slightly matte surface, controlling light reflection to avoid unnatural shine and emphasize the wood’s natural finish. The Metallic channel remains minimal to near zero, reflecting wood’s non-metallic nature. Ambient Occlusion maps simulate realistic shadowing within the crevices and joints of the parquet pattern, enhancing depth perception under varying lighting conditions. Height/Displacement maps provide a tactile sense of the slight elevation differences between planks and the wood grain, improving immersion, especially in close-up renders or interactive 3D environments.
Optimized for seamless integration with major 3D engines such as Blender, Unreal Engine, and Unity, this tileable parquet chevron medium tone texture allows effortless application across large surfaces like floors, walls, and furniture elements without visible tiling artifacts. For best results, it is recommended to maintain consistent UV scale and texel density to preserve the pattern’s integrity and avoid distortion. Additionally, fine-tuning the roughness map can help tailor the surface glossiness to suit various lighting scenarios, from softly diffused interior light to brighter reflective environments. Subtle use of height or parallax displacement will further enhance the wood’s tactile realism, adding natural variation and dimensionality that elevates architectural visualizations, game environments, or product mockups with rich, authentic detail and seamless 3D preview results.
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.
