The coarse metal roofing texture seamless high resolution up to 8k offers a highly detailed and authentic representation of weathered metal roofing materials, designed specifically for modern 3D workflows. This texture captures the rugged base substrate of aged metal sheets, characterized by a mineral-rich iron alloy composition with subtle oxide layers that simulate natural rusting and patina. The surface finish appears slightly oxidized and brushed, featuring fine grain orientation that emphasizes the coarse grain structure and irregularities caused by prolonged exposure to environmental elements. The texture reflects a balance between smooth metal sections and rougher corroded areas, showcasing varying porosity and weathering effects that add realism and depth to any roofing scene.
In physically based rendering (PBR) terms, the base color or albedo channel reveals muted metallic tones interspersed with reddish-brown and gray oxide pigments, accurately mimicking the colorants found in aged roofing metals. The normal map provides crisp surface detail that enhances the coarse grain and subtle dents, allowing light to interact convincingly with the uneven metal surface. The roughness map balances polished and matte areas, highlighting the contrast between worn patches and smoother metal, while the metallic channel confirms the predominantly metallic nature of the material. Ambient occlusion emphasizes crevices and overlaps typical in roofing sheets, adding depth to corners and edges, and the height or displacement map supports parallax effects to bring out the fine surface relief, making the texture ideal for cinematic renders and real-time environments alike.
With a seamless tileable design and ultra-high resolution up to 8k, this coarse metal roofing texture integrates effortlessly into Blender, Unreal Engine, and Unity pipelines, ensuring sharp detail retention even on large UV islands. This makes it particularly suited for level dressing, architectural visualization, and material studies where high fidelity and clarity are paramount. To optimize your render, consider adjusting the roughness intensity to better match your scene’s lighting rig and scale the UVs carefully to maintain natural grain size without distortion. Incorporating this texture will accelerate your workflow by providing a reliable, photorealistic metal roofing surface that enhances both real-time and offline projects.
The AI-generated tileable coarse metal roofing texture seamless high resolution up to 8k provides a detailed 3D preview of roofing textures, showcasing a realistic coarse metal roofing texture seamless high resolution up to 8k with accurate PBR appearance.
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.
