Hand Painted Stylized Archviz Handpainted Planks Substance — Seamless PBR Texture free download

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

Preview — Hand Painted Stylized Archviz Handpainted Planks Substance — Seamless PBR Texture

IDhand-painted-stylized-archviz-handpainted-planks-substance
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This hand painted stylized archviz handpainted planks substance is a meticulously crafted seamless PBR texture designed to authentically simulate natural wooden surfaces while embodying a distinctly artistic hand-painted aesthetic. The base substrate replicates organic wood fibers arranged in typical grain orientations characteristic of aged and treated wooden planks capturing subtle irregularities gentle porosity and fine weathering effects that evoke the tactile nature of real wood. The surface finish features a lightly brushed matte appearance enhanced by delicate variations in texture and color achieved through carefully applied pigments and dyes that enrich the stylized look with nuanced hand-painted strokes. This combination of organic grain structure weathered details and vibrant yet consistent color distribution ensures a natural yet artistically enhanced wooden plank surface ideal for architectural visualization and game engine environments requiring authentic stylized wood materials.

Within the physically based rendering workflow this substance material is composed of optimized texture maps tailored for both real-time and offline renderers such as Blender Unreal Engine and Unity. The BaseColor (Albedo) channel displays richly hand-applied wood pigments with subtle tonal shifts emphasizing the handpainted quality of the planks. Fine grain details and brushstroke textures are revealed through the Normal map adding depth and realism to the otherwise flat surface. The Roughness map controls the matte finish with slightly uneven values that mimic the natural absorption and reflection properties of painted wood surfaces. The Metallic channel remains minimal to reflect the organic non-metallic nature of the wood substrate while Ambient Occlusion enhances crevices and edges between planks for added depth. The Height/Displacement map provides precise surface relief simulating the physical grain depth and brush marks for enhanced realism during rendering.

Offered at resolutions of up to 8K this high-quality PBR texture guarantees exceptional detail retention for both close-up views and expansive architectural scenes. It is calibrated to standard color spaces and gamma settings ensuring smooth integration into diverse project pipelines with minimal adjustments. For optimal practical use adjusting the UV scale is recommended to balance the visibility of handpainted details relative to plank size preserving both the authenticity and stylized character of the material. Additionally fine-tuning roughness values allows adaptation of the wood surface to various lighting conditions from soft interior illumination to bright outdoor environments enhancing the overall realism while maintaining the unique hand-painted essence of this wooden plank substance.

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.