



Give scenes believable seaside character with this seamless PBR boardwalk deck featuring narrow slats, aged grain, small spacer blocks, and natural surface wear that tiles cleanly and reads well in closeups and wide shots. The pack includes BaseColor, Normal, Roughness, Ambient Occlusion, and Height/Displacement maps as linear PNGs, ready for drag‑and‑drop into Unreal, Unity, Blender, 3ds Max, Maya, V‑Ray, Arnold, Redshift, Octane, and Corona to minimize look‑dev time. Height data crisply defines slat edges, spacers, and scraped ridges for convincing parallax or displacement, while tuned micro‑roughness preserves a sun‑worn, matte sheen suitable for piers, promenades, cafes, and coastal set dressing. Preview renders include a shaded material ball, a tiled deck surface, and a neutral height sheet to evaluate groove continuity, curvature response, and specular rolloff before integration. Textures are seamless at 4K with optional 8K on request; normals follow OpenGL convention with a simple Y‑invert note for DirectX; assets are organized for consistent results under HDR lighting across engines and DCCs. Note: listing contains texture maps only; any meshes or scenes used in previews are excluded for a lightweight, engine‑ready download.
Key features
Narrow weathered slats with spacer blocks, grain wear, and subtle staining for authentic boardwalk mood.
Full PBR set: BaseColor, Normal, Roughness, AO, Height/Displacement; linear PNGs and tile‑safe layout.
Engine/DCC ready: UE5, Unity HDRP/URP, Blender, 3ds Max, Maya, V‑Ray, Arnold, Redshift, Octane, Corona, Substance.
What’s included
1× BaseColor (4K PNG, seamless).
1× Normal (OpenGL; invert Y for DirectX if needed).
1× Roughness, 1× Ambient Occlusion, 1× Height/Displacement; 16‑bit recommended for height fidelity.
Preview renders: material ball, tiled deck, neutral height/flat sheet.
Usage tips
Start Roughness around 0.6–0.8 for sun‑worn matte boards; lower slightly to simulate damp morning shine.
Use Height at 1–3% to emphasize slat gaps and scrapes without over‑shadowing; tile 2–6× for long promenades and piers.
Add a faint gradient or mask to BaseColor for shoreline discoloration and storytelling variety.