Archviz Hammered Metal Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Hammered Metal Substance Designer — Seamless PBR Texture

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

This Archviz Hammered Metal Substance Designer seamless PBR texture captures the intricate surface characteristics of a robust metal substrate expertly crafted for physically based rendering workflows. The underlying material mimics a dense metallic base likely steel or aluminum alloy featuring fine hammering marks that create subtle indentations and uneven grain orientation. These micro-deformations introduce natural surface roughness and slight porosity typical of hand-forged metalwork with a consistent mid-gray color enhanced by oxide layers and faint patinas that enrich the base color without overwhelming it. The finish blends a softly brushed appearance with localized oxidization giving the metal a realistic tactile feel that is neither overly polished nor heavily corroded.

The texture set includes all essential PBR maps to ensure accurate material response across diverse rendering engines such as Blender Unreal Engine and Unity. The BaseColor (Albedo) channel reflects a balanced gray metal tone with subtle variations from pigments and oxide hues while the Normal map accurately conveys the hammered surface relief and grain direction. The Roughness map controls the interplay of specular highlights and diffuse reflection reproducing the semi-matte finish characteristic of worked metal. A dedicated Metallic channel confirms the metal’s conductive properties and the Ambient Occlusion map adds depth by simulating shadowing in crevices. The Height/Displacement map further enhances realism by allowing for fine parallax effects that emphasize the texture’s uneven surface without compromising seamless tiling at up to 8K resolution.

Designed for large-scale tiling this seamless hammered metal material maintains consistent color response and surface detail across extensive surfaces making it ideal for architectural visualization real-time applications and offline renderers alike. To optimize results it is recommended to carefully verify your project’s color space and gamma settings to ensure accurate rendering fidelity. For enhanced realism in your scene adjusting the UV scale to avoid overly repetitive patterns and fine-tuning the roughness channel can help simulate varying degrees of metal wear and reflectivity depending on environmental lighting conditions.

Overall this high-quality PBR texture is curated with attention to detail and compatibility providing a reliable resource for designers and artists seeking authentic hammered metal surfaces in their visualization game engine and rendering projects. Attribution is appreciated but not required allowing flexible integration in both personal and commercial workflows while maintaining professional-grade appearance and performance.

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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