This high-quality seamless 3D texture presents a meticulously crafted brushed steel metal surface designed specifically for furniture applications, rendered at an impressive 8K resolution. The base substrate is pure metal, characterized by its solid steel composition with a finely brushed finish achieved through controlled linear abrasion techniques. This process creates subtle directional grain orientation, visible as delicate, parallel brush strokes that define the texture’s authentic surface finish. Natural metal dents and scratches, formed over time through wear or manufacturing marks, contribute to the texture’s realism, adding micro-variations in tone and depth. The steel’s neutral gray color is enhanced by oxide layers and slight surface discoloration, which subtly influence the BaseColor and Ambient Occlusion channels, providing a balanced and versatile appearance suitable for a wide range of furniture metal elements such as frames, legs, and panels.
From a PBR workflow perspective, this texture is optimized for photorealistic rendering across major platforms like Blender, Unreal Engine, and Unity. The BaseColor (Albedo) channel captures the nuanced steel gray with its delicate brush marks and natural blemishes, while the Normal map accurately simulates the fine linear grain and micro-surface dents, enhancing light interaction and surface detail. The Roughness channel reflects the moderate specularity typical of brushed steel, providing a semi-matte finish that softly diffuses highlights without excessive glossiness. The Metallic channel is set to full metalness, emphasizing the conductive nature of steel, and the Height/Displacement map subtly conveys surface depth variations from the gentle scratches and dents. Ambient Occlusion further enriches shadowed recesses, grounding the texture in realism and depth without visible seams due to its perfectly tiled seamless pattern.
With its exceptional 8K resolution, this seamless brushed steel 3D texture supports ultra-detailed close-ups and large-scale renders without loss of quality, making it ideal for intricate furniture metal surfaces where subtle imperfections and fine grain details matter. It is fully unreal and Blender ready, ensuring easy integration into advanced lighting environments where the texture’s response to directional light and reflections appears natural and lifelike. For best results, adjusting the UV scale to maintain consistent brush stroke proportions and fine-tuning the roughness level can help achieve the perfect balance between matte and reflective areas, enhancing the tactile authenticity of metal furniture components in your 3D scenes.
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.
