This seamless 3D texture presents an intricately detailed composition of rusty iron surfaces intertwined with old chains, set against a backdrop of weathered and charred wood. The base materials combine corroded iron metal and aged hardwood, showcasing natural oxidation processes and prolonged exposure to harsh environments. The iron features a rough, flaky rust layer formed from iron oxide pigments, highlighting varied corrosion patterns and pitting typical of long-term degradation. The old chains exhibit oxidized metallic fibers with a mix of smooth and rough patches, while the weathered wood displays pronounced grain orientation, porosity from moisture exposure, and surface wear such as cracks, splits, and faded dye pigments. Charred details add a subtle blackened finish, enhancing the overall distressed appearance with organic carbonization effects.
Rendered in photorealistic PBR workflows at an ultra-high 8K resolution, this texture excels in capturing the nuanced interplay of materials using physically based rendering channels. The BaseColor/Albedo channel richly depicts rust hues, iron oxide reds and browns, and the faded, sun-bleached tones of the wooden planks. Normal and Height maps convey the intricate surface topology, emphasizing rust flakes, chain links, wood grain reliefs, and charred fractures, adding convincing depth and tactile feel. Roughness maps vary across the metal and wood surfaces—rusted iron exhibits coarse, matte finishes while some chain links retain smoother metallic sheens. The Metallic channel accurately defines the iron and chains’ metal content, contrasting with the non-metallic wood background. Ambient Occlusion enhances crevices, chain interlocks, and wood grain recesses, creating realistic shadowing that grounds the texture in 3D environments.
This seamless 3D texture is specifically optimized and ready for integration with Blender, Unreal Engine, and Unity projects, ensuring effortless application for game assets, architectural visualizations, and film production. Its tileability allows large surface coverage without visible repetition, perfect for creating eerie Halloween props, haunted house sets, or any scene requiring aged, deteriorated materials with a spooky atmosphere. For best results, adjusting UV scale to moderate sizes preserves fine rust and wood grain detail, while tuning roughness can shift the mood from damp and matte to subtly reflective iron surfaces. Additionally, leveraging the height/parallax maps enhances perceived depth on flat meshes, increasing realism without added geometry complexity.
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.
