Seamless walnut herringbone parquet texture in herringbone, 70 mm wide quarter-sawn boards 420 mm long, one repeat 840 × 840 mm, shown as a 3×3 repeat
Shown as a 3×3 repeat. The outlined square is one repeat: 840 × 840 mm.
WoodSeamlessPBR

Walnut herringbone parquet texture

One repeat = 840 × 840 mmBoard width: 70 mm

Opens this texture in Grain. No account needed.

Use in GridSnap: choose where to apply it in your floor plan. Opens the floor-plan editor in a new tab.

Free for personal and commercial use under the Gridsnap Texture Licence. No attribution required.

Dark walnut blocks, 70 × 420 mm, in a 90° herringbone with a satin lacquer and straight quarter-sawn grain.

Free download

Other formats

Real-world scale

One repeat = 840 × 840 mm

Every size on this page comes from the recipe the texture was generated from, not from measuring a photo. Set the texture size in your application to 840 mm × 840 mm (0.84 m × 0.84 m) and every joint, board or chip comes out at its real size.

Colours

Specifications of Walnut herringbone parquet
One repeat840 × 840 mm
Board width70 mm
Board length420 mm
PatternHerringbone (90°)
Joint gap0.4 mm
Grainquarter-sawn, growth rings ≈ 2.4 mm apart
FinishSatin
Relief depth0.9 mm
Mapsbase colour, normal, roughness, AO, 16-bit height
Resolutions1024 px, 2048 px
Revisionr1 · 13 October 2026

How to use it in Blender, SketchUp, Unreal and Twinmotion

The ZIP holds unpacked PNG maps and a README with the same numbers. The rules are the same everywhere: base colour is sRGB, every other map is linear (non-colour) data, the normal map is OpenGL style (+Y up), and one repeat is 840 × 840 mm.

Blender (Principled BSDF)

  • Base colour: Image Texture, Color Space sRGB → Base Color.
  • Roughness, metalness, AO and height: Image Texture, Color Space Non-Color.
  • Normal: Non-Color → Normal Map node (Tangent Space) → Normal. OpenGL convention, so no green flip.
  • Scale with Object coordinates in metres: Mapping node Scale X = 1.1905, Y = 1.1905 (1 ÷ 0.84 m, 1 ÷ 0.84 m).
  • Height (optional): Displacement node with the Midlevel and Scale printed in README.txt.

SketchUp (with V-Ray or Enscape)

  • Create a material from the base colour image and set its texture size to 840 mm wide × 840 mm high (unlock the aspect ratio if they differ).
  • SketchUp itself shows only colour. Add the normal and roughness maps in the renderer's material editor, as data (not colour) maps.
  • If the relief looks inverted in your renderer, flip the normal map's green channel there.

Unreal Engine

  • Base colour: sRGB on.
  • Normal: turn Flip Green Channel on in the texture settings (Unreal expects DirectX-style normals).
  • Roughness, metalness, AO: sRGB off, compression Masks.
  • Unreal units are centimetres: one repeat is 84 × 84 cm (e.g. the Texture Size of a WorldAlignedTexture node).

Twinmotion

  • Use a PBR material and assign the colour, normal, roughness and metallic images.
  • Set the texture size to 0.84 m × 0.84 m so the pattern is at real scale.
  • Twinmotion is built on Unreal Engine: if the relief looks inverted, invert the normal map's green channel.

Blender settings follow the package README. The SketchUp, Unreal and Twinmotion notes are standard settings that have not yet been checked in those applications with these files.

Licence

Gridsnap Texture Licence

Free for personal and commercial work: renders, games, films, client projects, products. No attribution required. You may modify the texture and sell what you make with it.

Do not sell or redistribute the texture files themselves, or put them in another texture library, pack or marketplace.

Read the full licence → · Author: Gridsnap · Published 13 October 2026

All wood textures →
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