This seamless 3D texture presents an exceptionally detailed chainmail surface crafted from blackened steel rings, expertly forming tightly interlinked loops. The base material is a robust metal alloy with a darkened oxide layer applied to simulate blackened steel, giving the surface its characteristic deep gray to almost matte black tone. The texture captures subtle variations in the steel’s oxidation and wear, with slightly worn edges on each ring to enhance realism and convey a sense of age and use. This worn effect is achieved through delicate surface imperfections and micro-scratches that break the uniformity, creating a convincing weathered finish. The chainmail’s weave structure is complex, with rings overlapping and interlocking in a traditional pattern that emphasizes strength and flexibility, making it ideal for realistic gothic or medieval-themed 3D models and game assets requiring a durable metal surface with a dramatic aesthetic.
The PBR material channels fully exploit the physical properties of the blackened steel chainmail at an ultra-high 8K resolution, ensuring crisp detail even in close-up renders. The BaseColor (Albedo) channel reflects the dark metal tone with subtle gradients caused by oxidation and grime accumulation in crevices, while the Metallic map indicates a high metal content with consistent conductive properties across the rings. The Roughness channel balances smooth and rough areas—rings feature a soft metallic finish that softly captures and diffuses light, while edge wear and scratches increase roughness for visual depth. The Normal and Height maps define the intricate weave and overlapping rings, enhancing the perception of depth and volume, perfect for use with parallax or displacement mapping. Ambient Occlusion accentuates the shadowing within the interlinked loops, enhancing the 3D effect and realism of the chainmail surface.
Designed to be fully compatible and Unreal, Blender, and Unity ready, this seamless 8K PBR chainmail texture allows for straightforward integration into your 3D projects. For optimal results, it is recommended to carefully adjust the UV scale to maintain the integrity of the interlinked loop pattern without distortion. Additionally, fine-tuning the roughness map can help simulate different levels of polish or wear depending on your scene requirements, from freshly forged armor to battle-worn gear. This texture excels in visualizations where a strong yet flexible metal surface is essential, such as gothic armor, fantasy costumes, or realistic game characters, providing a dramatic and immersive metallic finish with unparalleled detail and authenticity.
How to Use These Seamless PBR Textures in Blender
This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.
What’s inside the download
*_albedo.png
— Base Color (sRGB)
*_normal.png
— Normal map (Non-Color)
*_roughness.png
— Roughness (Non-Color)
*_metallic.png
— Metallic (Non-Color)
*_ao.png
— Ambient Occlusion (Non-Color)
*_height.png
— Height / Displacement (Non-Color)
*_ORM.png
— Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)
Quick start (Node Wrangler, 30 seconds)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- Press Ctrl + Shift + T and select the maps
albedo, normal, roughness, metallic (skip height and ORM for now) → Open.
The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- Ambient Occlusion (AO):
- Add a MixRGB (or Mix Color) node in mode Multiply.
- Input A =
albedo
, Input B = ao
, Factor = 1.0.
- Output of Mix → Base Color of Principled (replaces the direct albedo connection).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.
Using the packed ORM
texture (optional)
Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- For scale/repeat, add Texture Coordinate (UV) → Mapping and plug it into all texture nodes.
Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.
Recommended starter values
- Normal Map Strength: 0.5–1.0
- Bump Strength: ~0.3
- Displacement Scale (Cycles): ~0.03
Common pitfalls
- Wrong Color Space (normals/roughness/etc. must be Non-Color).
- “Inverted” details → enable Invert Y on the Normal Map node.
- Over-strong relief → lower Displacement Scale or Bump Strength.
Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.
To add the downloaded texture, go to Add — Texture — Image Texture.

Add a node and click the Open button.

Select the required texture on your hard drive and connect Color to Base Color.
