Table Worn — Rough Planks Table Worn Old Damaged — PBR seamless 3D texture free download

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

Preview — Table Worn — Rough Planks Table Worn Old Damaged — PBR seamless 3D texture

IDwood-table-worn-rough-planks-table-worn-old-damaged
Furniture wood
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This physically based 3D texture authentically represents a worn wood table crafted from rough old planks capturing the natural complexity of aged man-made wooden furniture. The base substrate consists of raw wood characterized by fibrous grain orientation and moderate porosity which together create a tactile uneven surface typical of weathered damaged wood. The texture reveals subtle discoloration and staining in varying brown hues reflecting prolonged exposure to environmental elements that dry and dull the wood’s finish. Visible scratches dirt deposits and patches of wear emphasize the table’s rugged distressed condition while the matte unpolished surface finish highlights the rustic natural imperfections found in well-used wood furniture.

In terms of PBR channels the albedo (BaseColor) map delivers warm stained brown tones interspersed with dirt and discoloration that reinforce the worn and dirty appearance. The normal map enhances the perception of the fibrous grain surface scratches and irregularities by simulating fine micro-variations on the planks. The roughness map balances matte dry areas with subtle semi-glossy spots reflecting the contrast between weathered patches and minor sheen on smoother worn surfaces. Ambient occlusion adds realistic shadowing within cracks scratches and damaged sections deepening the visual depth and enhancing the aged look. The height or displacement map supports parallax or displacement effects emphasizing the uneven plank surfaces and natural depth essential for lifelike realism in modern rendering engines.

This seamless 3D texture is available in high-resolution 4K with an optional upgrade to 8K providing exceptional detail for close-up renders and demanding projects. It is fully optimized for widely-used platforms such as Blender Unreal Engine and Unity supporting a metal/rough workflow to ensure consistent and physically accurate shading in both real-time and offline environments. The tileable nature of the texture allows for seamless repetition across large surfaces without visible artifacts. For optimal results adjusting the UV scale to fit your scene’s proportions is recommended along with fine-tuning the roughness channel to control the subtle sheen typical of worn wood furniture. Utilizing the height map for parallax occlusion mapping in game engines can add convincing surface depth without increasing mesh complexity enhancing realism while maintaining performance.

Overall this wood table worn texture offers a versatile and physically accurate solution for recreating rough old damaged wooden furniture surfaces. Its detailed PBR maps—including albedo normal roughness ambient occlusion and height—work harmoniously to deliver an authentic discolored scratched stained and dirty wood surface that enhances any 3D project requiring natural wood or man-made wood elements. This texture excels in delivering a realistic dry fibrous grain appearance that brings an old weathered table to life in digital workflows.

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.