Oxidized Copper With Verdigris Patches free download

Texture. Formats: WEBP, PNG . License: Free for personal & commercial use.

Preview — Oxidized Copper With Verdigris Patches

Texture Info

IDoxidized-copper-with-verdigris-patches
CategoryMetal
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

The oxidized copper with verdigris patches texture represents a sophisticated metal surface characterized by natural weathering processes that affect copper substrates over time. This material’s base is pure copper, whose exposure to moisture and oxygen leads to the formation of a layered patina—an intricate blend of oxidation and verdigris deposits composed primarily of copper carbonate compounds. The resulting surface exhibits a complex interplay of greenish-blue verdigris patches interspersed with exposed oxidized copper areas, yielding a visually rich and dynamic finish. The texture captures subtle variations in porosity and surface roughness caused by corrosion and mineral buildup, creating a tactile, uneven surface that enhances realism. This weathered finish, neither fully polished nor uniformly brushed, conveys authentic aging effects with nuanced color shifts and fine grain details throughout the metallic surface.

In terms of materials composition, the texture’s metal base is augmented by natural oxide layers acting as binders that stabilize the verdigris patches and contribute to the surface’s chemical complexity. These oxide layers influence the reflectivity and microstructure, which are accurately represented in the PBR channels: the BaseColor/Albedo map reveals the vivid contrast between the copper’s warm reddish-brown tones and the cooler green patina; the Normal map captures fine surface bumps and corrosion-induced irregularities; Roughness defines areas of varied glossiness ranging from matte verdigris expanses to semi-reflective oxidized copper; Metallic ensures the surface retains the characteristic metallic sheen of copper; Ambient Occlusion adds depth to crevices and pits formed by weathering, while Height/Displacement highlights subtle topographic differences from corrosion and layered mineral deposits. Together, these maps provide maximum versatility for realistic rendering across different scales and lighting environments.

This seamless oxidized copper with verdigris patches texture is designed for high-resolution workflows, available up to 8K, ensuring crystal-clear detail even on extensive UV islands. Its tileable nature supports consistent repetition without visible seams, making it ideal for architectural visualization, product design, game environments, and interior staging. The texture integrates effortlessly with popular 3D software such as Blender, Unreal Engine, and Unity, enabling fast iteration and seamless pipeline compatibility. For best results, maintaining uniform UV scale across assets preserves the texture’s fidelity and prevents stretching. Adjusting the roughness map can further refine surface reflectivity to emphasize the natural oxidation contrast and verdigris patina, enhancing authenticity in your 3D preview and final renders.

The tileable oxidized copper with verdigris patches texture offers a realistic PBR appearance, while the AI texture oxidized copper with verdigris patches enhances metal textures by accurately simulating corrosion and surface detail.

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.