This seamless 3D texture showcases an 8K resolution photorealistic PBR chainmail surface expertly composed of riveted metal rings arranged in a classic interlocking weave pattern. The base material is a high-grade metal alloy, carefully rendered to capture the subtle variations in metallic luster typical of authentic chainmail armor. Each riveted ring is modeled with precision, reflecting the structural strength provided by the rivets that bind the rings together. The texture’s surface finish features a slightly aged, polished metal appearance with faint oxidation and wear marks, including subtle scratches and soft discolorations, which add depth and realism. These details are vividly represented across the PBR channels: the BaseColor/Albedo map carries the nuanced coloration of oxidized steel with muted silver tones, while the Normal map defines the intricate ring contours and rivet embossing. Roughness values vary to reflect the polished yet slightly weathered surface, enhancing realistic reflections. The Metallic channel emphasizes the metal’s conductive properties, and Ambient Occlusion subtly enhances the depth around ring intersections. Height and Displacement maps provide fine surface relief, contributing to the texture’s tactile authenticity.
Designed for seamless tiling, this texture is ideal for use in historical 3D models, video game character armor, and high-fidelity digital visual effects where detailed, durable chainmail surfaces with convincing metallic luster are essential. Its compatibility and optimization make it unreal, Blender, and Unity ready, supporting diverse workflows in game development and digital art. The texture’s high resolution ensures that even close-up renders maintain crisp detail without visible pixelation or blurring. The slight surface weathering and realistic metal wear patterns allow for versatile applications, from pristine armor to battle-worn gear, providing artists with a rich base for customization.
When integrating this texture into projects, adjusting the UV scale to maintain the natural size of the chainmail rings is recommended to avoid distortion and preserve pattern authenticity. Additionally, fine-tuning the roughness map can help achieve the desired balance between shiny metallic highlights and matte worn areas, enhancing the material’s overall realism. The height map can be leveraged for parallax occlusion effects, adding convincing depth to the chainmail surface without excessive polygon counts. This detailed and robust seamless 3D PBR chainmail texture with riveted rings and metallic luster is a reliable material choice for creating immersive and visually compelling metal armor in any 3D modeling or game engine environment.
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.
