This seamless 8K PBR texture presents a highly detailed metal surface marred by bullet holes and rust flakes, embodying a heavily weathered and industrial appearance. The base material is a corroded steel plate, exhibiting a typical geometric form of large flat metal panels with subtle dents and indentations from impact damage. The substrate consists of aged iron alloy with a rough, oxidized finish where corrosion products have formed flaky rust layers. The metal’s surface is partially covered by remnants of chipped paint, which once adhered through chemical binders but now reveal the raw, oxidized metal beneath. Fine rust streaks run vertically, indicating prolonged exposure to moisture, while scattered metal dents and scratches define the mechanical wear endured over time.
From a compositional standpoint, the texture captures the interplay between the smooth, underlying metal and the irregular, porous rust flakes that disrupt its uniformity. The metal surface, originally polished or brushed, has degraded to a more matte and rough finish due to oxidation and abrasion. The paint chips are modeled as thin, brittle layers peeling away, exposing the corroded metal substrate. This layered complexity is reflected in the PBR maps: the BaseColor (Albedo) maps the rusty orange-brown hues of the oxidized iron contrasted with the faded, desaturated paint patches; the Normal map emphasizes the depth of bullet holes, dents, and flaking rust; Roughness varies across the surface, with rough, matte rust flakes and smoother, more reflective metal patches; the Metallic channel remains high on exposed metal areas and near zero for rust and paint. Ambient Occlusion enhances the crevices around dents and flakes to add depth, while Height/Displacement maps accentuate the relief of bullet holes and peeling paint for realistic parallax effects.
This texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring compatibility with advanced PBR workflows and real-time rendering. Its 8K resolution preserves crisp detail across large surfaces, suitable for close-up inspections in high-fidelity projects. To maximize realism, it is recommended to carefully adjust the UV scale when applying, ensuring that the bullet holes and rust flakes appear proportionally accurate to the model size. Additionally, fine-tuning the Roughness map can help balance the surface reflectivity, allowing the scratched metal to catch light naturally while keeping rust areas diffuse. Employing the Height map for subtle parallax or displacement can further enhance the tactile feel of the damaged metal.
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.
