This seamless 3D texture presents an exceptionally detailed folded metal surface designed specifically for furniture applications, rendered at an impressive 8K resolution to capture every nuance of the material composition. The base substrate is a high-grade metal sheet, characterized by its natural metallic properties and structural integrity. The texture showcases visible metal seams and joints where individual sheet metal panels are bent and joined, highlighting subtle bending lines and folds typical of carefully fabricated metal furniture components. The surface finish combines a slightly worn, brushed effect with micro-variations and natural imperfections such as fine scratches, small dents, and oxidized patches, which enhance the realism and tactile quality of the metal. This finish reflects light realistically with soft reflections and subtle highlights in the PBR channels, emphasizing the metallic nature while maintaining a balanced roughness that avoids overly glossy or flat appearances.
Within the PBR workflow, the BaseColor (Albedo) channel captures the metal’s muted silver-gray tone with slight discoloration from wear and oxidation, while the Metallic channel confirms the fully metallic nature of the surface, providing authentic reflectivity. The Normal map intricately details the micro-geometry of folds, seams, and joints, including fine bending lines and small surface irregularities that contribute to the tactile depth of the texture. The Roughness map controls the surface finish’s varying smoothness, with worn areas exhibiting higher roughness for diffused reflections and less weathered parts showing moderate smoothness for sharper highlights. Ambient Occlusion enhances the depth perception around seams and folds, accentuating crevices and shadowed areas. The Height (Displacement) map captures subtle elevation changes along the folds and seams, enabling realistic parallax effects in compatible render engines.
This texture is optimized for seamless tiling, ensuring continuous and uninterrupted metal surfaces for large-scale furniture models or architectural visualizations without visible repetition. It is fully compatible and Unreal, Blender, and Unity ready, allowing easy integration into any PBR-based rendering pipeline. For practical usage, adjusting the UV scale is recommended to match the texture's fine detail to the model’s size accurately—too large a scale may lose fold definition, while too small may cause overly repetitive patterns. Additionally, fine-tuning the roughness parameter can help balance between a polished or more industrial matte metal finish, depending on the specific furniture design requirements.
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.
