Three wood materials to start with
Pick the grain layout for the object first. These images are the catalog previews, not renders made for this guide. Open each material page to inspect its download and the maps actually supplied.
Worn Planks
Start here for a floor or weathered cladding. Look for repeated distinctive marks when the tile repeats across a large surface.
Herringbone Parquet
Choose a complete parquet pattern when the layout is already in the image. Preserve equal X/Y scale to keep the pattern proportions.
Oak Veneer 01
Start with this grain layout for a cabinet panel or tabletop. Orient the UV island so the grain follows the intended construction.
Turn apparent board width into a repeat count
Count the board widths across one tile in your selected image. For example, if a tile contains eight board widths and your design calls for 0.15-meter boards, the tile should cover 8 × 0.15 = 1.2 meters. A 4-meter floor then needs 4 ÷ 1.2 = 3.33 repeats along that axis. These are illustrative measurements, not a claim that any material above contains eight boards or has a measured physical width.
For a 2K image in that example, density is 2048 ÷ 1.2 ≈ 1707 pixels per meter. Use a consistent scale on all maps. If the tile's physical X/Y dimensions differ, calculate each axis separately and keep the UV proportions consistent with them.
Start with the Blender node diagram and 4-meter floor exercise, then use the density and memory calculator to compare map sizes. The calculator models a square tile along one axis; it cannot infer physical plank size from an image.
What to inspect in a download
- Confirm actual image dimensions and which maps are included. A preview is not a promise that every pack includes height, AO or several resolutions.
- Use base color for grain and stain; use the supplied roughness for finish. Keep wood Metallic at 0.
- Check the same camera crop at two resolutions before deciding whether more pixels add visible detail.
- For close-up edges or deep gaps, geometry may be necessary: a normal map changes lighting, not the silhouette.
Wood PBR textures sell interiors faster than almost any other material—if grain, finish, and scale agree. A 4K oak file still looks fake when planks are 80 cm wide or when roughness is a flat grey. This guide is about choosing and using wood maps, not collecting every species.
What makes a wood pack look real
Real wood is a dielectric. Metalness stays at 0. Albedo carries species color and grain, without a studio highlight streak. Roughness carries the finish: raw timber is brighter (rougher), lacquered furniture is darker (glossier), and worn traffic lanes sit in between. The normal map should follow the grain, not a generic noise. If albedo already contains a bright window reflection, it is a photo, not a PBR albedo. Prefer sets from Locker3d wood textures; they are authored for PBR and released as CC0.
Grain, roughness, and finish
- Raw / barn — high roughness, strong normal, cooler or greyed albedo.
- Oiled floor — mid roughness, visible grain, soft sheen in an HDRI.
- Lacquered furniture — low roughness, calmer normal, richer albedo.
- Plywood / veneer — repeating inner grain; keep scale tight on edges.
Do not fake “luxury” by dropping roughness to 0.05 on oak flooring. That reads as wet plastic. Let the HDRI do the gloss. Map roles: PBR textures guide.
Floors, furniture, and cladding
Floors need seamless tiles and honest plank width. Pair wood with floor when you want parquet or mixed planks already laid out. Furniture can use a smaller unique UV so knots do not tile across a tabletop. Exterior cladding wants more roughness variation and a slightly dirtier albedo; mix a hint of ground dust in cavities if you need age. Walls of stained timber belong with wall scale checks so boards match window heights.
Scale and plank width
Measure. A common European plank is roughly 12–19 cm wide and 1–2 m long. If your 2K tile shows three planks, the tile represents about 40–60 cm—set UVs from that, not from “looks nice in the node editor.” Apply object scale before unwrapping. For herringbone, use a texture that already contains the pattern or you will fight seams all day.
Mixing woods without a collage look
Limit a room to two wood hues: one floor, one furniture family. A third wood should be much darker or much lighter, not a near-duplicate oak. Share a similar roughness range so the room feels like one lighting setup. Break tiling with rugs, shadows, and furniture overlap rather than random UV rotation on every board.
Free CC0 wood on Locker3d
Download albedo, roughness, and normal from wood, then connect them in Blender with this apply guide. New users: PBR textures for beginners. Pair with concrete or metal for contrast. More interior notes: blog.
Frequently asked questions
What maps matter most in a wood PBR texture?
Albedo for species and stain, roughness for finish (oil, lacquer, raw), and a normal map for grain. Metalness stays at 0. Height helps only if you displace deep cracks.
How wide should wood planks look in a 3D floor?
Many interior planks read well around 10–20 cm wide. Parquet pieces are smaller. If the grain repeats like wallpaper, the UV scale is too large or the camera is too parallel to the floor.
Are Locker3d wood textures free for commercial 3D work?
Yes. They are CC0. Use them in client interiors, games, and product shots without attribution. Download from the wood category and connect them as a standard PBR set.

Tested in Blender 5.0
Try a material we opened and rendered
Worn Planks in 1K: three maps, a Blender scene and an embedded GLB. Pick a direct download and inspect the exact files before building your scene.
Get the tested starterOriginal texture: Dimitrios Savva / Poly Haven, CC0. Demo scene and render: Locker3d.