Aged Archviz Damage Damaged Metal Metallic Old — Seamless PBR Texture free download

. Formats: PNG . Free for personal & commercial use.

Preview — Aged Archviz Damage Damaged Metal Metallic Old — Seamless PBR Texture

IDaged-archviz-damage-damaged-metal-metallic-old
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture captures the authentic look of aged damaged metallic surfaces commonly found in architectural visualization and game environments. The base substrate is primarily composed of heavily oxidized iron showcasing extensive natural corrosion and weathering over time. This degradation process forms intricate layers of rust and mineral oxidation that chemically bond with the metal beneath generating a richly detailed surface marked by pitted areas rough patches and subtle variations in grain orientation. The interplay between deeply corroded zones and exposed bare metal areas creates a realistic uneven finish that conveys the character of old rusted and pitted metal with remarkable fidelity making it ideal for detailed archviz projects and high-quality game assets requiring natural surface depth and authenticity.

Each PBR channel in this advanced substance designer set is meticulously crafted to represent these complex material properties. The BaseColor channel features a carefully balanced mix of rusted reds deep oxidized browns and layered oxide pigments replicating the nuanced color shifts typical of aged metal. The Normal map enhances the tactile feel by emphasizing micro-pitting dents and surface irregularities that contribute to the material’s weathered appearance. Roughness maps distinguish between smooth slightly polished metallic highlights and rough matte corroded sections while the Metallic channel accurately separates metallic from non-metallic components to ensure physically accurate light interaction. Ambient Occlusion adds depth by darkening crevices and pits and the Height (Displacement) channel enables realistic surface relief through tessellation or parallax effects compatible with real-time engines like Unreal Engine and Unity as well as offline renderers such as Blender Cycles and Eevee.

Optimized for up to 8K resolution this texture ensures clean tiling without visible seams or repetitive patterns maintaining consistent detail and color fidelity across expansive surfaces. Its physically based rendering design supports authentic reflections and shading enhancing the perception of an aged heavily weathered metallic finish. For best results adjusting the UV scale is recommended to balance fine detail visibility with performance while fine-tuning the roughness channel helps control the subtle transitions between corroded matte areas and exposed metallic highlights. This approach significantly improves realism in close-up archviz scenes and detailed game assets where the presence of old damaged pitted and rusted metal surfaces adds essential character and visual interest.

Designed within a professional substance designer workflow this aged metal PBR texture set is a versatile and reliable resource for artists and designers seeking to replicate realistic metallic surfaces that have undergone natural aging corrosion and extensive weathering. Its seamless construction comprehensive PBR channel coverage and high-resolution detail make it a valuable asset for architectural visualization game environment creation and any project demanding authentic old metal materials with rich surface texture and depth.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.