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

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

Preview — Old Discolored Wood — Discolored Wood Floor Wood Planks — PBR seamless 3D texture

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

This seamless physically based rendering (PBR) 3D texture authentically represents old discolored wood planks typically found in weathered wooden flooring and aged timber surfaces. The core material is natural raw wood characterized by prominently visible grain patterns that reveal the organic structure of the wood fibers. These wooden planks exhibit a rough and worn appearance resulting from prolonged exposure to environmental factors such as moisture sunlight and abrasion. The texture captures subtle porosity and fine cracking alongside man-made surface imperfections like scratches and scuffs which contribute to the realistic portrayal of naturally aged weathered wood. The color palette features muted browns greys and faded yellows reflecting pigment variations and oxide layers developed over time enhancing the authenticity of old wooden flooring and timber elements.*

The PBR maps of this tileable wood texture are carefully crafted to mirror these physical and visual characteristics. The Albedo (BaseColor) map displays the true-to-life faded and discolored wood tones with natural pigment shifts while the Normal map emphasizes the intricate grain orientation surface roughness and delicate scratches without altering the underlying mesh geometry. The Roughness map simulates the matte finish of aged wood controlling light diffusion to create a realistic non-reflective surface typical of weathered planks. As expected for organic materials the Metallic map remains at zero ensuring no metallic reflections. Ambient Occlusion adds depth by shading grain valleys and cracks and the Height (Displacement) map accentuates the uneven and weathered profile of the wooden planks enhancing realism in both real-time engines and offline renderers.*

Available in high-resolution 4K with an optional 8K upgrade this seamless 3D texture is optimized for seamless integration into Blender Unreal Engine and Unity workflows guaranteeing consistent realistic shading across diverse lighting conditions and rendering pipelines. The physically based design ensures the wood’s aged rough and worn characteristics translate naturally under various environments. For optimal results it is recommended to carefully adjust the UV scale to maintain a natural grain size relative to your scene and fine-tune roughness settings to suit specific lighting scenarios. This versatile high-quality texture provides an efficient solution for artists and developers aiming to recreate authentic old wood flooring wooden planks and timber surfaces with minimal manual adjustments.*

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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