Distressed Wood — Worn Albedo Normal Wooden Planks — PBR seamless 3D texture free download

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

Preview — Distressed Wood — Worn Albedo Normal Wooden Planks — PBR seamless 3D texture

IDworn-planks-aged-wood-distressed-wood-wooden-planks-wooden-wooden-flooring
Wood
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture captures the authentic essence of distressed wood through a detailed depiction of worn wooden planks typically found in rustic wooden flooring. The base substrate consists of natural organic wood featuring fibrous grain orientation and moderate porosity which interact dynamically with environmental factors such as sun exposure moisture and temperature fluctuations. Over time these conditions contribute to the wood’s weathered appearance characterized by peeling paint subtle cracks and a timeworn patina that enriches the material’s rustic charm. The color palette is rooted in natural pigments and oxide layers formed by oxidation and aging processes blending muted earth tones faded browns and soft grays to emphasize the aged worn look typical of genuine wooden floor surfaces.

From a physically based rendering (PBR) perspective this texture is meticulously crafted to deliver realistic results across multiple channels. The albedo (BaseColor) map accurately reproduces the nuanced color variations and organic markings inherent to distressed wood while the normal map encodes fine surface details such as wood grain texture peeling edges and shallow indentations creating a convincing sense of depth. The roughness map differentiates between smoother worn areas and rougher weathered patches where exposed fibers appear influencing how light reflects off the surface. The metallic channel remains minimal reflecting the purely organic and non-metallic nature of the wooden substrate. Ambient occlusion maps enhance depth by accentuating crevices and cracks with realistic shadows and the height (displacement) map adds convincing surface relief that boosts parallax effects in real-time engines and offline renders essential for achieving a three-dimensional feel in wooden flooring visuals.

Optimized for modern digital content workflows this tileable texture is available in high-resolution 4K and an optional 8K variant ensuring exceptional detail suitable for both close-up renders and large-scale wooden flooring scenes. It is fully compatible with Blender Unreal Engine and Unity supporting the metal/rough PBR workflow with calibrated albedo normal roughness ambient occlusion and height maps to guarantee consistent lighting and shading results without extra manual adjustments. For practical use adjusting the UV scale to match the actual size of wooden planks and fine-tuning roughness values is recommended to balance reflectivity between polished and weathered wood surfaces maximizing realism across various rendering engines and platforms.

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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