This seamless 3D texture features an exquisitely detailed hammered metal surface finish, rendered in an ultra-high 8K resolution to capture every subtle nuance of hand-hammered metalwork. The base material is a solid metal substrate, typically steel or iron, characterized by its dense grain structure and natural metallic sheen. The texture displays irregular, shallow dents and embossed grooves created by traditional metal embossing techniques, which introduce slight variations in surface height and micro-roughness. These imperfections and natural variations replicate authentic metalwork, contributing to a rich tactile quality that is both visually compelling and physically believable. The surface finish balances a polished metallic reflectivity with areas of matte roughness where the hammer marks disrupt smoothness, simulating oxidation and wear that occur over time on real furniture metal components.
In terms of PBR channel composition, the BaseColor/Albedo map captures subtle color shifts typical of oxidized steel, including faintly muted grays with occasional warmer oxide layers. The Normal map emphasizes the intricate embossed grooves and shallow dents, adding depth and realism through fine surface irregularities. Roughness values vary across the surface, with hammered indentations exhibiting higher roughness to diffuse reflections, while flatter areas maintain a smoother, glossier finish. Metallic channel remains consistently high, reflecting the underlying metal composition, while Ambient Occlusion enhances shadowing around dents and embossing, accentuating the tactile relief. The Height/Displacement map further boosts realism by providing precise surface elevation data, ideal for parallax effects and physically accurate light interaction in real-time rendering engines.
Designed to tile flawlessly, this seamless hammered metal PBR 3D texture ensures continuity across large furniture surfaces without visible seams or repetitive patterns, making it perfect for decorative or structural metal parts in furniture design. Its 8K resolution guarantees exceptional detail even in close-up renders, and it comes fully optimized for use in Blender, Unreal Engine, and Unity, allowing artists and developers to integrate it effortlessly into their 3D projects. For best results, it is recommended to adjust the UV scale to maintain the natural size of hammer marks relative to the furniture model, and to fine-tune roughness values based on the desired level of surface wear and reflectivity, enhancing both realism and artistic control in your renders.
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.
