Painted Metal — Metal Shutter Scratched Discolored Painted — PBR seamless 3D texture free download

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

Preview — Painted Metal — Metal Shutter Scratched Discolored Painted — PBR seamless 3D texture

IDpainted-metal-shutter-weathered-worn-dirty-stained-scratched-discolored
Metal
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This painted metal shutter texture represents a highly detailed physically based material designed to replicate the complex surface characteristics of weathered and worn metal. The base substrate is a durable metal exhibiting typical properties such as a corrugated man-made structure that enhances depth and realism. Over time the painted finish has become scratched stained and discolored due to exposure to environmental elements creating a natural patina of dirt and corrosion. The paint layer itself acts as a binder adhering to the metal substrate while showing visible signs of degradation such as peeling and fading which contributes to the realistic aged appearance. Fine scratches and imperfections are simulated through subtle grain orientation and surface porosity resulting in a nuanced interplay between polished and rough areas. The overall surface finish combines matte and semi-glossy patches reflecting the uneven weathering processes typical of outdoor metal shutters.

In terms of PBR channels the BaseColor/Albedo map captures the complex color variations from the original painted surface incorporating the discolored and stained patches alongside the underlying metal hues. The Normal map provides crisp detail to the corrugated geometry and surface irregularities such as scratches and dents enhancing the tactile feel of the shutter. Roughness values vary across the texture with worn and dirty areas exhibiting higher roughness for a less reflective matte look while less affected paint regions maintain a smoother finish. The Metallic channel accurately defines the metal substrate beneath the paint ensuring realistic light interaction consistent with metal materials. Ambient Occlusion enhances the depth perception in crevices and folds and the Height map supports subtle displacement effects emphasizing the corrugated profile and surface wear.

This seamless tileable 3D texture is available in 4K resolution with an optional 8K version for high-end visual fidelity making it ideal for use in Blender Unreal Engine and Unity pipelines. Optimized for both real-time and offline renderers it delivers balanced detail and performance without requiring manual tweaking ensuring consistent shading and realistic results across diverse workflows. For best results it’s recommended to carefully adjust the UV scale to match the shutter’s real-world dimensions and to fine-tune roughness values in engine materials to achieve the desired level of surface wear and gloss. This texture is perfectly suited for creating authentic industrial architectural or urban environments where a weathered painted metal shutter is needed.

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.