This seamless 3D PBR texture in 8K resolution depicts a heavily corroded metal surface characterized by intricate layers of surface rust, metal scratches, rust streaks, and dents. The base material resembles aged steel or iron, exhibiting a dense, solid substrate that has undergone extensive oxidation. The metal’s original finish appears to be a worn industrial-grade paint or coating, now chipped and eroded, revealing the underlying oxidized metal. The composition suggests a multi-layered structure where the primary metal core is overlaid with rust flakes formed by iron oxide deposits, combined with roughened paint remnants that have partially delaminated due to environmental exposure and mechanical abrasion.
The geometric form of the texture is essentially planar but irregular, featuring scattered dents and scratches that disrupt the uniformity. The scratches present fine linear details consistent with mechanical wear, while the rust streaks flow organically, mimicking natural corrosion patterns caused by water runoff. Paint chips and wear marks add complexity through varied edge sharpness and uneven thickness, contributing to a realistic tactile quality. The overall surface finish is heavily oxidized and matte, with subtle variations in roughness that reflect differing corrosion stages—some areas remain slightly smoother metal, while others show coarse, flaky rust formations that increase porosity and diffuse reflectance.
In terms of PBR channel mapping, the BaseColor (Albedo) captures the nuanced palette of dark grays and browns interspersed with rusty reds and ochres, accurately representing oxidized iron and degraded paint pigments. The Normal map encodes fine surface details such as dents, scratches, and rust flakes, enhancing the perception of depth and mechanical damage. Roughness varies across the texture, with rusted regions exhibiting higher roughness values due to their porous, flaky nature, while less affected metal patches have lower roughness, implying residual polish. The Metallic channel predominantly reflects the iron content, with rusted and painted areas showing diminished metalness. Ambient Occlusion emphasizes crevices and dents, improving shading realism, and the Height/Displacement map adds dimensionality to rust flakes, metal dents, and paint chips for enhanced parallax effects.
This texture is optimized for high-fidelity rendering in Blender, Unreal Engine, and Unity, enabling detailed visualization of corroded metal assets in games, simulations, or VFX projects. For practical use, adjusting the UV scale is recommended to match the asset’s size, ensuring rust patterns and scratches appear natural. Additionally, fine-tuning roughness values can help balance between matte oxidized areas and smoother metal remnants. When combining with other normal or height maps, subtle blending is advised to maintain consistent surface detail without over-exaggeration. This approach ensures a convincing representation of weathered metal that responds accurately to lighting and environmental effects.
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.
