Wood Plank Wall — Brown Wood Cabin Wood Cabin Outdoor — PBR seamless 3D texture free download

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

Preview — Wood Plank Wall — Brown Wood Cabin Wood Cabin Outdoor — PBR seamless 3D texture

IDwood-plank-wall-planks-varnished-dusty-dirty-brown-wood
Wood
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This wood plank wall texture captures the authentic essence and natural beauty of brown wood traditionally used in outdoor cabin walls. The base substrate is genuine wood featuring clearly visible organic grain orientation and subtle porosity that reflect its man-made application as exterior cladding. The surface finish is a careful balance of varnished smoothness and dusty slightly dirty weathering effects simulating years of exposure to environmental conditions. Rich brown pigments and natural oxide layers within the wood fibers create deep color variation and visual complexity across the planks enhancing the realistic appearance of this wooden surface. These material properties are thoughtfully encoded into physically based rendering (PBR) channels resulting in a compelling interplay of light and shadow that faithfully represents the texture of outdoor wood plank walls under diverse lighting scenarios.

The texture set includes high-resolution maps available up to 8K optimized for seamless tileable use in popular 3D platforms such as Blender Unreal Engine and Unity. The Albedo (BaseColor) map conveys the nuanced brown tones alongside subtle dusty and dirty accumulations on the wood’s varnished surface. The Normal map encodes fine grain details and plank edges adding surface relief without increasing mesh complexity. Roughness maps control the contrast between glossy varnished areas and matte dusty parts enabling dynamic reflections that respond naturally to environmental lighting. The Metallic channel remains minimal consistent with the organic non-metallic nature of wood while Ambient Occlusion maps emphasize crevices and joints between planks for enhanced depth perception. Height or displacement maps support realistic surface irregularities perfect for parallax effects and real-time rendering workflows.

Designed for seamless tiling this wood plank wall texture integrates smoothly into various outdoor cabin scenes without requiring manual adjustments. It supports metal-rough PBR workflows ensuring consistent physically based results in both real-time and offline rendering environments. For optimal realism it’s recommended to adjust the UV scale to match the intended plank dimensions within your project and fine-tune roughness values to emphasize either varnished gloss or dusty weathering according to the surrounding lighting and desired aging effects. This 3D texture is ideal for architectural visualizations game environments or any creative work that demands an authentic warm and naturally weathered brown wood plank surface for outdoor cabin walls.

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.