Archviz Hammered Iron Metal Metallic Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Hammered Iron Metal Metallic Substance Designer — Seamless PBR Texture

IDarchviz-hammered-iron-metal-metallic-substance-designer
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Hammered Iron Metal Metallic Substance Designer texture offers a meticulously crafted and highly detailed representation of hammered iron metal specifically engineered for physically based rendering (PBR) workflows. The base substrate consists of pure iron distinguished by its dense crystalline grain structure that inherently provides exceptional strength and durability. This foundational metal is enhanced with a distinctive hammered surface finish created by repetitive mechanical impacts that produce subtle indentations and irregularities. These features give the metal its unique tactile quality and visual complexity. Over time a natural oxide layer develops on the surface forming a muted metallic sheen with nuanced color variations ranging from deep gunmetal gray to soft iron oxide hues. These subtle color shifts arise from oxide layers and minor impurities within the iron enhancing the material’s authenticity and aged character for architectural visualization applications.

The texture set is fully equipped with comprehensive PBR channels to accurately capture the complexity of this hammered iron metal surface. The BaseColor (Albedo) map reflects the varied color tones and oxide-induced tinting found across the iron substrate while the Normal map emphasizes the hammered indentations and the fine grain orientation of the crystalline metal adding convincing depth and surface detail. The Roughness map balances polished highlights with matte diffusion caused by oxidation and surface wear simulating realistic light interaction. The Metallic channel confirms the material’s fully metallic nature ensuring accurate reflection properties across real-time and offline rendering engines. Ambient Occlusion enhances shadowing within crevices adding depth and the Height (Displacement) map provides essential height data for parallax or displacement effects further accentuating the three-dimensional hammered texture.

Rendered at an impressive resolution of up to 8K and seamless for large-scale tiling this substance designer texture is optimized for use in architectural visualization (archviz) as well as game engines such as Unreal Engine and Unity and offline renderers like Blender. The texture maintains consistent color response and surface detail across diverse lighting scenarios and scene setups. For optimal results it is recommended to carefully adjust the UV scale to match the real-world dimensions of hammered iron panels and fine-tune roughness values to control specular highlights and diffuse reflections enhancing realism under varying lighting conditions. This detailed and accurate metallic hammered iron texture provides a reliable resource for artists and designers seeking authentic and visually compelling metal surfaces in their projects.

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

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