This seamless 8K resolution PBR texture showcases a highly detailed chainmail shirt surface composed of numerous small interlocking metal rings, finished with a matte, non-reflective coating. The base material is a durable metal alloy substrate, carefully modeled to represent the subtle irregularities and slight oxidation typical of practical armor rather than polished or glossy finishes. The intricate weave pattern of the small rings is emphasized by the precise normal and height maps, which convey the three-dimensional depth and tactile feel of the interlaced metal links. The roughness channel is tuned to produce a subdued matte finish, minimizing specular highlights and reflections, while the metallic map reinforces the authentic metal surface appearance. Ambient occlusion enhances the fine shadows within the weave, accentuating the complexity and realism of the fabric-like armor surface without appearing overly shiny or artificial.
Designed to replicate the look and feel of a functional chainmail shirt, this texture balances durability and realism by simulating the subtle wear and natural patina that metal armor acquires through use. The surface details, including slight surface grain and faint micro-abrasions, are captured through the high-resolution maps, allowing for realistic lighting responses in physically based rendering workflows. The base color channel reflects a muted metal tone, avoiding bright or reflective pigments, which contributes to the overall matte finish and enhances the practical, battle-ready aesthetic. The texture’s seamless nature ensures that it tiles flawlessly on 3D models, making it suitable for wrapping chainmail shirts or similar armor components without visible seams or distortions.
Optimized for high-end 3D applications, this PBR texture is fully compatible and Unreal Engine, Blender, and Unity-ready, providing artists and developers with a versatile asset for realistic chainmail modeling. The 8K resolution guarantees exceptional detail even at close camera distances, capturing the fine ring details and subtle surface nuances essential for convincing historical reenactment props or game-ready armor assets. For optimal results, it is recommended to adjust the UV scale to maintain proper ring proportions and to fine-tune the roughness parameter slightly depending on environmental lighting conditions, ensuring the matte metal finish behaves realistically under different light intensities. Additionally, leveraging the height or parallax maps can enhance depth perception, particularly in first-person or close-up views, reinforcing the texture’s intricate weave and tactile metal quality.
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.
