This seamless 3D texture showcases an expertly crafted nickel plating finish designed specifically for furniture metal surfaces. Created at an impressive 8K resolution, this high-definition PBR texture captures the intricate composition of nickel-plated metal, featuring a smooth and reflective base substrate composed primarily of metal alloys treated with a fine nickel coating. The plating process applies a thin, corrosion-resistant nickel layer over the metal, creating a characteristic light gray hue with subtle oxide layers that enhance the surface’s durability and aesthetic appeal. The texture’s surface finish is polished yet exhibits faint metal scratches, slight abrasions, and minimal staining typical of moderately weathered nickel-plated furniture parts, lending authentic realism to the material. These details are visible in the Normal and Height maps, while the BaseColor channel reflects the soft metallic gray with nuanced variations from wear and oxidation.
The PBR channels are meticulously tailored to represent the physical properties of nickel plating accurately. The Metallic map ensures a true metal response by indicating full metallic values, while the Roughness map balances the smooth, reflective qualities with subtle surface irregularities caused by fine scratches and wear, allowing light to scatter naturally across the surface. Ambient Occlusion enhances depth perception in crevices and worn edges, emphasizing realistic shadowing, and the Height map captures the delicate surface relief of abrasions and slight staining. This texture tiles flawlessly, offering a continuous, uniform appearance ideal for large-scale furniture elements or decorative hardware metal components. Thanks to its high resolution and optimized texture maps, it is fully compatible and Unreal, Blender, and Unity ready, supporting photorealistic rendering workflows across popular 3D platforms.
When applying this nickel plating seamless texture in your projects, consider adjusting the UV scale to maintain the fine detail visibility on smaller furniture components without losing the natural wear and reflective qualities. Additionally, tuning the roughness parameter can help achieve the desired balance between a polished finish and realistic surface imperfection, enhancing the overall material authenticity under various lighting conditions. This texture is an excellent choice for artists and developers seeking a high-fidelity metal surface that responds naturally to light while preserving the subtle, characteristic details of nickel plating in a versatile and easy-to-use format.
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.
