Corrugated Metal Metalic Substance Designer — Seamless PBR Texture free download

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

Preview — Corrugated Metal Metalic Substance Designer — Seamless PBR Texture

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

This seamless PBR texture showcases a carefully crafted corrugated metal surface designed with precision in Substance Designer to support highly realistic physically based rendering workflows. The base substrate consists of a durable metal alloy characterized by its distinctive wavy ridges and grooves that are emblematic of industrial corrugated metal sheets. The surface finish reveals a subtly oxidized and weathered metallic look reflecting natural aging processes through fine variations in roughness and metallic response. These nuanced details contribute to a consistent steel-gray color palette enriched with faint blue undertones adding depth and authenticity to the material. The grain orientation and delicate micro-scratches simulate anisotropic reflections typical of brushed or rolled metals while the minimal porosity suggests a robust structural integrity despite visible surface wear and subtle corrosion.

The material’s composition includes thin oxide layers and slight pigment diffusion which together create the realistic aged metal appearance that integrates seamlessly into diverse digital environments. In the PBR channel setup the BaseColor (Albedo) map accurately captures the natural metal hues and subtle weathering gradients ensuring consistent color fidelity across different lighting conditions. The Normal map encodes the corrugation’s detailed ridges and microstructure enhancing the tactile realism and depth perception of the surface. Roughness maps balance polished ridges with worn grooves producing nuanced light scattering ideal for both real-time rendering engines like Unreal Engine and Unity as well as offline renderers such as Blender. The Metallic map confirms the fully metallic nature of the material delivering precise reflections and highlights while the Ambient Occlusion channel adds natural shadowing within the corrugated valleys. Height or Displacement maps emphasize the pronounced corrugation enabling advanced parallax or tessellation effects for close-up inspection.

Rendered at resolutions up to 8K this texture ensures exceptional detail and scalability for large-area tiling without visible seams or repetition making it well-suited for architectural visualization game development and cinematic rendering pipelines. It is optimized for efficient look development and includes a preview of the color/base layer to facilitate quick material setup and iteration. For optimal results adjusting the UV scale is recommended to maintain the natural frequency of corrugation relative to the model’s dimensions while fine-tuning roughness values helps achieve the ideal balance between polished and aged characteristics under varying lighting environments. This seamless metallic corrugated texture expertly created in Substance Designer provides a high-quality surface that enhances realism depth and visual impact across multiple digital workflows and rendering engines.

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.