This seamless 3D PBR texture in 8K resolution depicts a highly detailed scratched metal surface, punctuated by rusted bolts and extensive surface corrosion. The base material is primarily a cold-rolled steel substrate, characterized by its dense, hard metallic structure. The metal exhibits a weathered finish with visible abrasions and scratches, indicative of prolonged mechanical wear. Overlaying this are corroded iron oxide deposits forming irregular patches around the bolts and along crevices, suggesting oxidation from environmental exposure. The surface retains a moderately rough texture with fine pitting and micro-abrasions, lending authenticity to the metal’s aged state, while the bolts themselves show granular rust buildup with flaking layers consistent with iron corrosion.*
The composition involves a complex interplay of materials: the steel core provides the metallic base, while corrosion products act as natural binders with a porous, flaky structure. Oil stains and smoke residues contribute organic film layers that subtly alter surface reflectivity and roughness. Ash residue and burnt edges introduce charred marks with a matte finish, representing carbonized deposits from high-temperature exposure. This layering adds depth and visual complexity, creating variation in porosity and surface reflectance. Coloration spans from cool silvery grays of the scratched metal to warm reddish-browns of rust, muted black tones from soot, and occasional dark iridescent patches from oil, all captured with precise albedo detail.*
In terms of PBR channel mapping, the BaseColor (Albedo) channel faithfully reproduces the nuanced color palette of oxidized metal, rust, and organic staining. The Normal map incorporates fine scratches, dented bolt heads, and detailed corrosion texture, enhancing surface relief realism. Roughness maps vary across the texture, with higher roughness values on corroded and burnt areas, and lower values on exposed steel surfaces and oil-streaked zones, accurately simulating light scattering. The Metallic channel remains high for the steel substrate but decreases in oxidized and burnt regions to reflect non-metallic corrosion layers. Ambient Occlusion emphasizes crevices and bolt recesses, enhancing depth perception. Height/Displacement maps are finely tuned to replicate subtle surface undulations from rust buildup and scratched indentations.*
This texture is optimized for use in Blender, Unreal Engine, and Unity, where its ultra-high 8K resolution ensures exceptional detail even at close-up camera views. For practical application, it is advisable to adjust the UV scale to maintain the balance between visible rust detail and metal grain size, preventing texture repetition artifacts. Additionally, tuning the roughness channel allows control over the wetness effect from oil stains, and blending the height map with normals can enhance perceived depth without excessive geometry displacement, preserving performance in real-time environments.*
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.
