Archviz Metal Metallic Pipes Sci Scifi Ship — Seamless PBR Texture free download

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

Preview — Archviz Metal Metallic Pipes Sci Scifi Ship — Seamless PBR Texture

IDarchviz-metal-metallic-pipes-sci-scifi-ship
Sci-fi
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture captures the intricate details of metallic pipes typically found on sci-fi ships and spaceships designed specifically for archviz and visualization projects. The base material is a high-grade metal alloy showcasing a cold industrial substrate typical of futuristic ship hulls or internal tubing. Its surface features a finely brushed finish with slight oxidation and subtle weathering reflecting realistic wear from exposure to harsh environments. The metal’s structural composition is evident through the texture’s precise grain orientation and occasional micro-scratches enhanced by the presence of weld seams and embedded fasteners. This lends an authentic industrial feel perfect for walls or tubular elements on spacecraft interiors or exterior ship frameworks. The pigments arise naturally from metal oxides that tint the surface with muted grays and silvers while the binder effect simulates the microscopic adhesive layers that maintain the metal’s integrity under stress and vibration.

Within the PBR workflow this texture set includes high-resolution 8K maps that provide exceptional detail and realism across all channels. The BaseColor map renders the metal’s true hues and subtle color variations while the Normal map defines intricate surface relief such as brushed striations pipe joints and embossed ridges. Roughness maps control surface reflectivity balancing between slightly polished and matte finishes to replicate realistic light scattering on metallic surfaces. The Metallic channel confirms the material’s fully metallic nature ensuring accurate reflections in real-time and offline renderers. Ambient Occlusion maps enhance depth perception by shading crevices and weld indentations while Height or Displacement maps give dimension to raised details and pipe contours enabling convincing parallax effects or displacement in modern engines. This texture is fully compatible with popular platforms including Blender Unreal Engine and Unity facilitating seamless integration into diverse workflows.

For optimal results it is recommended to carefully adjust UV scale to maintain consistent tiling without visible repetition especially on large ship walls or elongated tubes. Slight tuning of roughness values can simulate different weathering states—from freshly polished metallic pipes to aged slightly oxidized surfaces. The height/displacement channel is ideal for adding micro-detail depth enhancing realism in close-up renders or interactive game scenes. This metal pipes texture is thoughtfully curated to support physically based rendering workflows ensuring consistent color response and performance across various rendering environments. Its license offers flexibility for creative use without restrictions making it an excellent resource for architects designers and game developers seeking authentic sci-fi ship materials with high fidelity and ease of use.

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.