



Achieve gritty coastal realism with this seamless PBR boardwalk wood material, featuring sun‑bleached tones, knotting, shallow plank gaps, and natural wear for convincing closeups and large tiled surfaces without visible repeats. Supplied as a full, game‑ready map set—BaseColor, Normal, Roughness, AO, and Height/Displacement—the texture plugs straight into Unreal, Unity, Blender, 3ds Max, Maya, V‑Ray, Arnold, Redshift, Octane, Corona, and Substance workflows for instant results. Balanced micro‑roughness preserves matte, weathered character while the height data drives subtle parallax or displacement to accent edges and grain for added depth under raking light. Ideal for docks, piers, beach cafes, outdoor stages, cabins, and props where a lived‑in, desaturated wooden surface sells mood and storytelling without extra surfacing time. Previews include the tiled deck application, a clean flat sheet, and a shaded material ball to demonstrate response on curved geometry and tiling behavior for quick look‑dev decisions. Deliverables are linear PNGs at 4K with optional upscale to 8K on request; maps are seamless, color‑managed, and organized for drag‑and‑drop into PBR slots, with DirectX/OpenGL normal guidance included in notes for compatibility. Note: listing contains texture maps only; geometry and scene files used for renders are excluded, ensuring a lightweight, pipeline‑friendly download for rapid integration across engines and DCCs.
Key features
Seamless, sun‑worn plank wood with knots, cracks, and subtle stains for authentic outdoor boards.
Full PBR set: BaseColor, Normal, Roughness, AO, Height/Displacement; linear PNGs, tile‑safe edges.
Engine ready: UE5, Unity HDRP/URP, Blender Principled BSDF, 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).
Preview renders: deck tile, flat sheet, material ball.
Usage tips
Start with Roughness ~0.7–0.85 for dry, chalky wood; lower slightly for damp look with clearer specular.
Use Height in parallax/displacement at 1–3% for gentle depth; tile 2–6× for large floors; rotate 90° for variety while retaining grain continuity.
Multiply AO in shading or bake into BaseColor for mobile targets to save cost while preserving crevice contrast.