Grey Wood Planks — Wood Planks Grey Planks Worn Old — PBR seamless 3D texture free download

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

Preview — Grey Wood Planks — Wood Planks Grey Planks Worn Old — PBR seamless 3D texture

IDwood-planks-grey-planks-worn-old-grey-flat-seaside
Wood
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Grey Wood Planks texture is a finely detailed physically based 3D texture designed to authentically replicate the complex characteristics of aged worn wood planks grey in color often found in seaside and coastal outdoor environments. The base substrate consists of organic wood naturally fibrous with a clear grain orientation that reflects the wood's intrinsic structure. Over time exposure to ocean air salt spray moisture and dirt creates a porous weathered surface with subtle roughness and discoloration. The flat matte finish of these planks is highlighted by natural oxide layers and pigment variations that develop through prolonged environmental aging resulting in an unmistakable patina of old man-made wood commonly used in cabins floors and walls along coastal settings. This seamless tileable 3D texture captures the essence of discolored dirty wood with realistic dirt patches and surface wear conveying a convincing sense of rustic outdoor charm and durability.

This high-quality PBR material set includes all essential texture maps to enable photorealistic rendering across major platforms such as Blender Unreal Engine and Unity. The albedo (base color) map reproduces the nuanced grey tones and subtle color variations from weathering and dirt accumulation while the normal map adds detailed grain depth and surface irregularities to enhance tactile realism. Roughness maps define the surface reflectivity showing matte heavily weathered areas juxtaposed with slightly smoother patches that suggest minimal sheen. The metallic channel remains near zero emphasizing the purely organic non-metallic nature of the wood substrate. Ambient occlusion maps improve natural shadowing in crevices and plank joints adding depth and contrast. Height or displacement maps provide precise surface relief which heightens the perceived three-dimensionality of the texture. Offered in up to 8K resolution with PNG and EXR formats this seamless wood planks grey texture is ideal for high-fidelity tileable outdoor scenes requiring detailed realism and efficient performance.

For optimal results it is recommended to carefully adjust the UV scale to preserve the natural grain proportions and maintain the authentic weathered appearance at different sizes. Fine-tuning roughness values can be used to accentuate specific worn or polished areas depending on the desired aging effect while leveraging height or parallax mapping further enhances depth and surface complexity. This physically based wood planks grey texture balances detailed realism with versatile usability making it a perfect choice for recreating the look and feel of weathered seaside cabins floors and walls in a wide range of outdoor visualization projects.

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.