This seamless 3D texture features a premium stainless steel material designed specifically for furniture metal finishes, rendered at an ultra-high 8k resolution to ensure exceptional detail and realism. The base substrate is a durable metal alloy characterized by its neutral gray tone and smooth brushed nickel surface finish. The brushing process creates fine linear marks oriented along the grain, simulating the typical machining pattern found on stainless steel furniture components. Subtle natural dents and slight surface imperfections introduce micro-variations and realistic wear, mimicking the organic weathering and light abrasion common to frequently handled metal surfaces. These details are captured meticulously across the PBR channels to provide an authentic tactile and visual experience.
In terms of physical-based rendering, the BaseColor (Albedo) channel presents the soft gray metallic hues blended with the characteristic nickel brush strokes and faint discolorations from oxide layers. The Normal map accurately encodes the fine linear brushing and the shallow micro-dents, enhancing surface depth without harsh shadows. The Roughness channel balances smooth reflections with matte areas where subtle scratches and wear reduce specular highlights, while the Metallic channel confirms a high metal value consistent with stainless steel’s conductive surface. Ambient Occlusion adds gentle shadowing around dents and seams, improving spatial perception, and the Height/Displacement map supports parallax effects for added realism in close-up renders. This texture tiles seamlessly to provide continuous coverage without visible edges, perfect for large-scale furniture models or industrial design projects that demand high-fidelity metal surfaces.
Optimized for seamless integration, this texture is fully Unreal Engine, Blender, and Unity ready, making it ideal for modern and industrial furniture designs requiring authentic stainless steel finishes. The 8k resolution ensures crisp detail even on close camera angles or large surface areas, maintaining visual quality without compromising performance when used with proper mipmapping. For practical application, it is recommended to adjust the UV scale to match typical brushed metal grain size—too large a scale may exaggerate the brushing marks, while too small could lose the subtle dents’ impact. Additionally, tuning the roughness value can help simulate different polishing levels, from nearly matte brushed nickel to softly reflective stainless steel, offering versatile use across diverse metal furniture parts.
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.
