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

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

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

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

This aged archviz damage damaged metal old pitted seamless PBR texture authentically represents the complex materiality of weathered metal surfaces exhibiting rich detail in its pitted and rusted character. The base substrate consists of a metallic alloy naturally degraded through prolonged exposure to harsh environmental conditions showing evident oxidation and corrosion. Over time the metal surface has developed a porous texture characterized by pronounced pitting and erosion while fine scratches and abrasions from mechanical damage add further realism. The surface finish is irregular combining oxidized matte areas with partially polished metal patches that create subtle variations in reflectivity. Rust pigments primarily iron oxide impart warm reddish-brown tones that contrast with cooler dull gray oxidized zones enhancing the visual depth and authenticity of this old and damaged metal surface.

In terms of physically based rendering this high-resolution texture is optimized for seamless tiling up to 8K ensuring detailed and artifact-free presentation in architectural visualization and real-time applications. The BaseColor (Albedo) channel captures the nuanced coloration of scratched and rusted metal including oxide layers and discoloration patterns. The Normal map simulates intricate surface irregularities such as pits scratches and dents adding tactile depth and enhancing light interaction. Roughness values vary to distinguish between smoother worn metal patches and rough corroded areas providing realistic surface reflectance differences. The Metallic channel clearly delineates conductive metal regions from oxidized non-metallic zones while Ambient Occlusion increases shading in crevices and pitted sections. The Height/Displacement map offers subtle relief effects perfect for parallax or tessellation techniques boosting tactile authenticity in close-up renders and game engines.

Designed for seamless integration across major platforms like Blender Unreal Engine and Unity this substance maintains consistent color space and gamma standards for reliable cross-pipeline compatibility. For best results users should adjust the UV scale carefully to prevent visible tiling on expansive surfaces and fine-tune roughness parameters to balance contrasts between scratched and rusted metal patches. The included base layer preview expedites material evaluation allowing designers to quickly assess surface response before full implementation. This comprehensive aged metal texture resource is ideal for designers seeking to add realistic old damaged and pitted metal surfaces with convincing corrosion and weathering effects in both offline and real-time rendering workflows.

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.