This seamless embossed metal 3D texture in stunning 8K resolution is expertly crafted to showcase intricate metal embossing details ideal for furniture metal surfaces and ornamental metalwork. The base material is a high-grade metal substrate characterized by a dense, low-porosity composition that ensures durability and a refined tactile finish. The surface features raised ribs and grooves that simulate precise metal embossing techniques, with subtle micro-variations in depth and shading that enhance photorealism. These variations reflect how natural light interacts with the polished yet textured metal surface, highlighting the raised patterns and creating dynamic shadows and highlights. The finish combines a slightly brushed effect with faint oxide layers that add depth and authentic weathering to the metal, contributing to a realistic aged patina without compromising the material’s metallic sheen.
In terms of PBR material channels, this texture delivers a comprehensive setup for realistic rendering. The BaseColor/Albedo channel captures the nuanced metal color with subtle tint variations and oxidation hues, while the Normal map accurately conveys the embossed ribs and grooves, producing convincing surface relief and tactile detail. The Roughness map balances smooth polished areas with rougher embossed edges, controlling light diffusion and specular highlights for a natural metal finish. The Metallic channel is predominantly high to reflect the inherent metal nature of the surface. Ambient Occlusion adds depth to recesses between the embossed elements, enhancing realism by simulating soft shadowing, while the Height/Displacement channel provides precise elevation data for enhanced parallax effects and depth when rendered in Unreal Engine, Blender, or Unity.
Designed for seamless tiling, this texture ensures continuous coverage over large areas without visible repetition or seams, making it perfect for detailed metal panels or furniture elements in 3D models. Its ultra-high 8K resolution guarantees exceptional clarity and detail even at close inspection, supporting workflows in Unreal Engine, Blender, and Unity with immediate compatibility. For best results, it is recommended to adjust the UV scale to match the physical scale of furniture metal components accurately, and to fine-tune roughness values to balance reflectivity according to the desired finish—whether a more polished or matte look is preferred. This level of control allows artists and designers to achieve highly realistic embossed metal surfaces that elevate the visual fidelity of any 3D project.
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.
