Seamless Blue Painted Planks by Texture Haven – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Blue Painted Planks by Texture Haven – PBR 3D Texture (8K ready)

IDblue-painted-planks-by-texture-haven-pbr-seamless-8k
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Seamless Blue Painted Planks texture showcases the detailed composition of weathered wooden planks coated with a distinctive blue paint layer. The base substrate is natural timber featuring a clearly visible grain orientation and subtle porosity that reflects the organic cellular structure of wood. This underlying wood exhibits fine fibers natural knots and imperfections that interact intimately with the painted surface. The paint layer itself presents realistic signs of aging including peeling and chipping that reveal raw wood patches beneath. These effects suggest prolonged exposure to environmental factors such as moisture sunlight and temperature variations which contribute to the texture’s authentic weathered appearance. The surface finish balances a semi-matte aged paint film with rougher exposed wood areas creating a tactile and multi-dimensional visual depth. Rich blue pigments embedded in the paint provide vibrant yet faded coloration while warm natural wood tones underneath subtly enhance the overall realism and complexity of the material.

Designed specifically for physically based rendering workflows this texture pack includes comprehensive PBR channels at resolutions up to 8K ensuring exceptional detail and clarity for high-end 3D projects. The Base Color (Albedo) map accurately reproduces the vivid blue paint alongside the natural wood tones without any baked lighting preserving true diffuse color information. The Normal map captures fine surface details such as wood grain patterns peeling paint edges and surface irregularities improving light interaction and enhancing depth perception. Roughness maps differentiate between the smoother semi-gloss painted regions and the rougher chipped wood patches controlling microsurface light scattering to simulate realistic surface reflections. The Metallic channel remains minimal or zero reflecting the non-metallic nature of both wood and paint coatings. Ambient Occlusion maps introduce subtle shadowing within the wood grain and between plank joints adding further dimensionality. Height or Displacement maps simulate slight surface relief reinforcing the tactile authenticity under advanced shaders and lighting models.

This ultra-high-resolution texture is fully compatible with major 3D engines including Blender Unreal Engine and Unity. It integrates seamlessly with Blender’s Principled BSDF shader Unreal’s material inputs for Base Color Roughness Normal and Ambient Occlusion and Unity’s URP and HDRP Lit shader systems for consistent realistic shading across platforms. The texture tiles cleanly over large surfaces making it ideal for architectural visualization game environments or any project requiring a natural wood surface with a painted weathered finish. For optimal results maintain consistent UV scale to preserve detail density and consider combining the Normal map with Height or Parallax mapping techniques to enhance depth perception and surface complexity in close-up views. Adjusting roughness values can further refine the balance between glossy paint remnants and matte aged wood providing a nuanced final appearance that enhances realism and material authenticity.

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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