This seamless 3D texture captures the intricate aftermath of a flashbang explosion, focusing on the detailed residue and burn marks left on a metal substrate. The base material resembles a worn steel surface, characterized by a slightly rough, oxidized finish that has been subjected to intense thermal stress. The geometric form is predominantly flat with subtle dents and warping caused by the blast, complemented by scattered patches of smoldering charcoal and gunpowder residue. These irregular, organic patterns create a naturalistic layering effect, emphasizing the chaotic distribution of explosion remnants. The texture’s surface exhibits fine porosity where the residue has settled, revealing areas of blistering and thermal scorch that disrupt the otherwise metallic plane.
Compositionally, the texture simulates a complex interaction between the metal substrate and various layers of explosive byproducts. The metal base features a combination of iron oxide pigments and darkened steel tones, rendered through the BaseColor (Albedo) channel. Embedded within this are dispersed aggregates of gunpowder residue and charcoaled particles that add depth and realism. The Normal map accentuates the subtle dents, blistering, and raised burn marks, while the Height/Displacement channel enhances the perception of layered residues and surface irregularities. Roughness varies across the texture, with smoother, polished metal contrasting against matte, ash-covered areas, effectively represented in the Roughness map. The Metallic channel remains high in the underlying steel but is selectively reduced where residues and burn layers dominate. Ambient Occlusion provides realistic shadowing in crevices and around scorched edges, reinforcing the texture’s three-dimensionality.
Rendered in photorealistic 8K resolution, this texture is optimized for physically based rendering workflows, ensuring crisp detail and accurate material response under diverse lighting conditions. Its seamless tiling allows for uniform application across large surfaces without visible repetition, making it suitable for environments depicting post-explosion damage in games or simulations. The texture is fully compatible with Blender, Unreal Engine, and Unity, providing versatility for various 3D projects. When integrating, it is advisable to carefully adjust the UV scale to maintain the natural grain and residue distribution, avoiding overly repetitive patterns. Additionally, fine-tuning the roughness map can help balance the contrast between burnished metal and matte explosion residue, while blending height and normal maps can enhance surface depth without excessive displacement.
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.
