The brushed copper warm patina texture is a meticulously AI-generated metal surface designed to bring rich, authentic detail to your 3D projects. This seamless brushed copper warm patina texture captures the natural characteristics of aged copper with a subtle warm oxidized finish that mimics real-world patina effects. The base substrate is metallic copper, featuring fine directional grain from the brushing process that introduces anisotropic highlights and a slightly roughened surface. Over time, the warm patina layer forms an oxide coating that softens the metallic gleam and adds a nuanced color shift ranging from deep reddish-browns to muted orange hues. This complex surface exhibits moderate porosity and weathering, reflected in natural micro-texture variations and gentle surface imperfections, enhancing realism in renderings and visualizations. The surface finish is brushed and oxidized, providing a tactile feel that contrasts polished metals while maintaining a warm, inviting aesthetic. Colorants emerge from copper oxide layers and slight mineral deposits that subtly tint the metal’s base color, giving it depth and character without overwhelming saturation.
In terms of PBR channel mapping, this tileable brushed copper warm patina texture includes comprehensive maps that support highly realistic material representation. The Base Color/Albedo map conveys the warm copper tones combined with the patina’s subtle color shifts, while the Normal map emphasizes the fine directional grain and micro-scratches typical of brushed metal surfaces. The Roughness map carefully balances shiny and matte areas to simulate the oxidized finish, where some regions reflect more light and others appear weathered or diffuse. Metallic maps confirm the metal’s conductive properties, ensuring accurate light response typical of copper alloys. Ambient Occlusion enhances shadowing in crevices and worn spots, adding depth and contrast to the surface. The Height/Displacement map provides subtle surface relief that accentuates the brushed texture and patina layering, essential for close-up renders and interactive real-time 3D environments. This texture is offered in up to 8K resolution, guaranteeing exceptional clarity and detail retention across large UV islands without visible tiling artifacts.
Designed for seamless integration into modern 3D pipelines, this AI texture brushed copper warm patina is fully compatible with Blender, Unreal Engine, and Unity. It supports efficient workflows by accelerating look development and environment art creation while maintaining consistent material behavior under varied lighting conditions. The tileable nature of the texture allows flexible UV scaling on expansive architectural surfaces or intricate models without breaking visual cohesion. For optimal results, adjusting the roughness and normal map intensity to suit your scene’s lighting can significantly improve realism, while fine-tuning the height or displacement maps adds nuanced surface depth, especially beneficial in close-up shots or real-time applications. This approach ensures that the brushed copper warm patina texture adapts fluidly to your artistic vision while delivering reliable, physically accurate metal surfaces.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
