Wood Floor Worn — Pine Wood Planks Weathered Rough Worn — PBR seamless 3D texture free download

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

Preview — Wood Floor Worn — Pine Wood Planks Weathered Rough Worn — PBR seamless 3D texture

IDwood-floor-worn-old-weathered-rough-worn-discolored-flat
Wood
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This wood floor worn texture captures the essence of aged pine wood planks that have naturally weathered over many years creating an authentic rustic and antique timber flooring appearance. The base substrate consists of organic pine fibers arranged in a man-made pattern of flat wooden planks each exhibiting a unique combination of wear discoloration and subtle grain orientation. Over time environmental exposure and foot traffic have contributed to a rough weathered surface finish characterized by slight porosity and natural depth. Variations in tone and color arise from accumulated pigments and oxide layers resulting in a matte discolored patina that enhances the overall realism and character of this wooden flooring material. The texture’s surface finish retains visible wood grain patterns and flat wear marks that reflect the natural aging process of pine wood emphasizing its antique and rustic qualities. This seamless tileable 3D texture is designed as a physically based rendering (PBR) material optimized for high-resolution workflows with 4K textures and an optional upgrade to ultra-detailed 8K resolution. The package includes all essential PBR maps: BaseColor (Albedo) Normal Roughness Ambient Occlusion and Height. The BaseColor map faithfully reproduces the nuanced discoloration and natural color shifts of aged pine wooden planks while the Normal and Height maps emphasize the surface irregularities grain structure and subtle porosity that define the worn texture. The Roughness map controls the matte non-reflective finish typical of weathered timber providing the correct light diffusion across the surface. Ambient Occlusion enhances the shadowed crevices and contact points between planks reinforcing the rustic antique floor effect. This texture is tailored for the metal/rough PBR workflow and is fully compatible with major 3D engines such as Blender Unreal Engine and Unity ensuring consistent and realistic shading across various rendering environments. Technically the man-made arrangement of pine wood planks combines organic fibers with a flat but rough surface that interacts naturally with light highlighting the subtle depth and surface porosity crucial for replicating aged wooden flooring. The grain orientation and slight porosity generate light scattering effects that add to the overall tactile richness of the material. For best results adjusting the roughness map allows fine-tuning of the worn appearance to suit different lighting conditions and scene requirements. Additionally careful UV scaling is recommended to preserve the natural proportions of the wooden grain and plank layout preventing distortion and maintaining the authenticity of the antique timber floor in architectural visualization or close-up renders. This physically based seamless wood floor worn texture offers a highly realistic and versatile solution for projects demanding genuine old weathered rough and discolored pine wooden flooring.

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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