Weathered Wood — Wood Peeling Paint Wood Planks Painted — PBR seamless 3D texture free download

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

Preview — Weathered Wood — Wood Peeling Paint Wood Planks Painted — PBR seamless 3D texture

IDwood-peeling-paint-weathered-rough-old-weathered-wood-planks-painted
Wood
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture expertly captures the authentic appearance of old weathered wood planks coated with peeling paint showcasing the natural aging and deterioration processes of man-made outdoor wooden surfaces. The base material is organic wood characterized by a porous fibrous structure with a distinct grain orientation that gradually wears down under prolonged exposure to outdoor elements such as sun rain and wind. Multiple layers of paint have chipped flaked and peeled unevenly revealing dry faded and discolored wood beneath. The paint itself serving as a binder and pigment carrier has oxidized and dulled over time resulting in a cracked rough and stained finish that conveys the tactile feel of damaged worn wooden walls or fences. This rough and dirty texture balances the visual complexity of peeling paint with the natural decay of wood fibers delivering a highly realistic representation of weathered stained and cracked planks that evoke an authentic outdoor man-made aesthetic.

Designed for physically based rendering (PBR) workflows this wood peeling paint weathered texture includes a comprehensive set of high-quality maps essential for photorealistic results in modern 3D applications like Blender Unreal Engine and Unity. The Albedo (BaseColor) channel accurately captures the faded chipped and discolored paint alongside the warm dry wood tones underneath emphasizing worn and stained areas. The Normal map reveals subtle details such as cracked wood grain peeling edges and flaked paint surfaces enhancing the depth and roughness of the texture. Roughness maps differentiate between smoother paint-covered patches and coarse exposed wood fibers while the Height map adds realistic displacement and parallax effects that emphasize the layered peeling paint and plank surfaces. Ambient Occlusion intensifies shadowing within cracks and crevices adding depth perception to real-time and offline renders. The Metallic channel remains minimal to reflect the organic non-metallic nature of aged wood and weathered paint. Offered at seamless 4K resolution with an optional upgrade to 8K this tileable PBR texture ensures exceptional detail and fidelity for demanding scenes.

Optimized for seamless tiling and compatibility across major 3D software platforms this texture integrates effortlessly into diverse pipelines without requiring manual correction. For optimal visual realism it is recommended to adjust the UV scale to match the actual size of the wood planks in your scene and to fine-tune roughness values to simulate varying degrees of weathering and surface wear. These adjustments enhance the natural variability and depth of the material making it ideal for creating authentic outdoor wooden walls fences or any environment needing the detailed look of old chipped flaked peeling and stained painted wood surfaces in a physically based rendering context.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.