This seamless 8K resolution 3D texture presents a sophisticated matte black metal surface finish, expertly crafted for physically based rendering (PBR) workflows. The base substrate is a dense metallic alloy, characterized by a finely textured, non-reflective coating that simulates a soft matte black paint applied over industrial-grade metal. Subtle abrasions, fine scratches, and minor dents are carefully integrated into the surface to replicate natural wear and weathering, enhancing authenticity and tactile quality. These imperfections reveal underlying darker oxide layers and micro variations in pigment density, contributing to a realistic worn painted metal appearance ideal for modern furniture metal components with an industrial yet refined aesthetic. The texture’s porosity and grain orientation are subtly encoded to influence light diffusion, providing a balanced visual texture that reads naturally under varying lighting conditions.
Within the PBR channels, this texture fully leverages the 8K detail to deliver high-fidelity surface information. The BaseColor/Albedo map captures the deep matte black pigment and nuanced color shifts caused by surface wear, while the Normal map encodes fine metal scratches and dent contours to enhance depth perception. The Roughness channel is calibrated to portray a predominantly soft, non-reflective finish with localized variations where scratches and abrasions reduce smoothness, thereby increasing specular highlights realistically. The Metallic map confirms the fully metallic nature of the surface, ensuring accurate light interaction consistent with metal materials. Ambient Occlusion adds subtle shadowing in crevices and worn areas, reinforcing the texture’s dimensionality, and the Height/Displacement map provides micro-relief details that support parallax effects when used in advanced rendering engines.
Optimized for seamless tiling, this texture avoids visible edges or repeating patterns, making it perfect for covering large furniture metal surfaces without interruption. It is fully compatible and Unreal Engine, Blender, and Unity ready, enabling straightforward integration into modern 3D scenes and workflows. For best results, it is recommended to adjust UV scaling to maintain fine detail at close range and to fine-tune the Roughness parameter slightly depending on environmental lighting, enhancing realism under different conditions. The subtle height variations can also be amplified in displacement settings for added tactile realism on metal parts requiring a sophisticated yet industrial look.
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.
