[Wood] Bark Textures

Bark is the hardest wood surface to tile. Deep vertical fissures and irregular plates fight any repeating grid, so a careless tile shows its seam immediately. These tiles keep fissure direction consistent so the pattern reads as one continuous trunk.

License

Free for personal and commercial use. No attribution required. Commercial games, film, and client work are all permitted. No credit, no backlink, no permission request needed. You may not resell or redistribute the texture files themselves as a texture pack.

What's in this collection

  • Deep fissured bark — thick vertical cracks with strong shadow depth. Oak and pine trunks.
  • Plated bark — overlapping flat scales, typical of older conifers.
  • Smooth bark — shallow relief with horizontal lenticels. Birch-type surfaces.
  • Layered bark — peeling strips with exposed underlayer and natural aging.

All tiles are seamless in both directions and delivered at high resolution.

Where bark wood is used

Forest environments. Trunk meshes need bark that tiles vertically without a visible band.

Architectural visualization. Landscaping renders and biophilic interior panels.

Product rendering. Rustic packaging and live-edge furniture.

Displacement work. Bark has enough relief to drive real geometry, not just normals.

How to use these in Blender

  1. Add an Image Texture node and load the bark map into Base Color.
  2. Connect a Bump node at 0.3–0.5 strength; bark reads flat without it.
  3. Use cylindrical UV projection on trunks so fissures stay vertical.
  4. Raise Roughness to 0.8–0.9. Bark rarely has specular highlights.

How to use these in Unreal Engine 5

  1. Import at 2K, Compression Default for color and Normalmap for the normal.
  2. Feed a TextureCoordinate node with Y tiling higher than X for tall trunks.
  3. Add a vertex color mask to blend moss into the lower third.
  4. Enable Virtual Texture streaming for hero trunks.

How to use these in Unity

  1. Create a URP Lit material and assign the bark map to Base Map.
  2. Set Tiling Y to 2–3 so fissure scale matches trunk height.
  3. Enable GPU instancing for forests with many trunk copies.
  4. Keep Smoothness under 0.2.

Tips for bark specifically

Fissure direction is the fastest giveaway of a wrong material. Rotate only if the source runs horizontal.

Scale matters more than resolution. Match one fissure to roughly 3–5 cm in world units; too large reads as stone, too small turns to noise.

Darken crevices with an AO map rather than baking them into albedo, so lighting changes stay believable.

Browse the collection

Wood textures are organized into volumes, each containing multiple packs. New volumes are added continuously.

View the full Wood collection →

Related: Ground, Stone.

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