Archviz Floor Ground Metal Old Plate Rust — Seamless PBR Texture free download

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

Preview — Archviz Floor Ground Metal Old Plate Rust — Seamless PBR Texture

IDarchviz-floor-ground-metal-old-plate-rust
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture authentically represents an old rusted metal floor or ground plate ideal for archviz game engines and visualization projects that demand a realistic portrayal of natural wear and aging on metal surfaces. The base substrate is a robust metal plate exhibiting clear signs of prolonged environmental exposure to moisture oxygen and other atmospheric elements that drive oxidation and corrosion. These chemical reactions create a complex weathered surface characterized by varied rust formations with color tones ranging from deep burnt siennas and vibrant oranges to muted browns and darker iron shades. The surface finish reveals an oxidized patina with patches of peeling paint and exposed metal emphasizing the aged character and industrial history of the material. Grain orientation and micro-textural details contribute to a tactile sense of depth while subtle porosity and uneven weathering effects simulate long-term outdoor exposure enhancing the authenticity of the metal floor or ground plate.

In PBR workflows the BaseColor map captures the nuanced interplay between original metal hues and overlaying rust pigments producing a rich layered visual effect that reflects the natural progression of corrosion. The Normal map encodes intricate surface details such as raised rust flakes chipped edges and minor indentations adding dimensionality and realism under dynamic lighting conditions in real-time environments like Unreal Engine and Unity as well as offline renderers such as Blender. Roughness values vary naturally across the plate representing smoother less oxidized metal areas alongside rougher heavily corroded zones which affects light reflection and scattering for a lifelike finish. The Metallic channel distinguishes true metal regions from rusted non-metallic deposits while Ambient Occlusion enhances the perception of depth by shading crevices and seams where dirt and oxidation accumulate. Height or Displacement maps further accentuate the uneven weathered texture enabling effective parallax and tessellation effects for added realism in close-up views.

Rendered in ultra-high resolution up to 8K this texture ensures seamless tiling across expansive surfaces without noticeable repetition or loss of detail making it a perfect asset for high-end architectural visualization and interactive game design. Designers can optimize the integration of this rusted metal floor or ground plate by adjusting the UV scale to avoid obvious pattern repetition and by fine-tuning roughness parameters to control light interaction across various worn and oxidized patches. This comprehensive texture set offers a physically accurate and highly detailed resource empowering creators to bring authentic naturally aged metal surfaces to life in their projects with precision and visual 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.