Wooden Bridge Planks — Planks Old Weathered Old Weathered Worn — PBR seamless 3D texture free download

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

Preview — Wooden Bridge Planks — Planks Old Weathered Old Weathered Worn — PBR seamless 3D texture

IDweathered-planks-wood-wooden-bridge-planks-old-weathered
Wood
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Wooden Bridge Planks texture offers an authentic and highly detailed depiction of old weathered wooden planks typically used in outdoor man-made structures such as rustic bridges cabin floors and exterior walls. The base material is natural wood characterized by a fibrous grain that runs longitudinally along each plank reflecting the organic structure of aged timber. Years of exposure to environmental factors like sun rain and wind have led to visible signs of wear including chipped edges cracks discoloration and organic staining. These weathered and worn features manifest as a range of brown hues with faded stained areas that emphasize the natural aging process. The surface shows varying porosity and roughness highlighting the damaged and uneven texture of the wood while maintaining a matte non-reflective finish typical of prolonged outdoor exposure. This weathered wood surface captures the tactile quality of aged planks with realistic imperfections and organic variations in tone and texture. The texture is crafted using a physically based rendering (PBR) workflow ensuring a realistic simulation of light interaction across the old wooden planks. The set includes high-resolution 4K maps with an optional 8K version for ultra-detailed applications optimized for seamless integration into professional pipelines and compatible with Blender Unreal Engine and Unity. The BaseColor (Albedo) channel faithfully reproduces the natural brown coloration discoloration and subtle staining of weathered wood. The Normal map details the fine grain cracks and chipped surfaces while the Roughness map controls the variation in shininess across worn and damaged areas emphasizing the tactile surface differences. The Metallic channel is kept at zero reflecting the non-metallic nature of wood. Ambient Occlusion enhances the perception of depth by shading crevices and damaged spots and the Height/Displacement map adds realistic relief to the cracked and uneven plank surfaces. Supplied in PNG and EXR formats this seamless 3D texture tiles flawlessly across large surfaces such as floors walls and outdoor decking without visible edges. Designed for ease of use this wooden texture requires minimal manual adjustment while delivering consistent high-quality results across diverse digital content creation workflows. For optimal realism adjusting the UV scale to match the actual dimensions of wooden planks is recommended ensuring natural texture continuity and proportion. Additionally fine-tuning the roughness values can enhance the visual impact of weathering under different lighting conditions while utilizing height or parallax effects can further accentuate the depth and character of damaged and stained areas. This versatile weathered planks texture is ideal for architectural visualizations game environments or any digital scene seeking the detailed and authentic appearance of old worn discolored and cracked wooden bridge planks.

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.