Seamless 3d texture pbr 8k metal gate fence with aged metal and oxidized metal surface free download

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

Preview — Seamless 3d texture pbr 8k metal gate fence with aged metal and oxidized metal surface

IDseamless-3d-texture-pbr-8k-metal-gate-fence-with-aged-metal-and-oxidized-metal-surface
Fences
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a highly detailed 8K photorealistic representation of a metal gate fence, capturing the intricate interplay of aged and oxidized metal surfaces. The base material is primarily wrought iron or steel, characterized by a durable metallic substrate that has undergone extensive weathering. This weathering manifests as oxidation layers—primarily iron oxides—which form a complex patina with subtle color variations ranging from deep rust reds to muted dark grays and hints of greenish corrosion. The geometric form features interwoven vertical bars and horizontal supports typical of classic metal fences, arranged in a repetitive pattern that emphasizes both structural rigidity and ornamental simplicity. The seamless design ensures the texture tiles flawlessly without visible edges, making it ideal for extensive fence simulations in architectural visualizations or game environments.

The texture’s composition reveals a layered surface finish: the core metallic substrate provides the essential metallic reflectivity, captured in the PBR metallic channel, while the oxidized and aged surface contributes to varied roughness values. These range from smoother, worn-down patches where paint or protective coatings may have eroded, to rough, flaky regions of rust and corrosion. The BaseColor (Albedo) channel conveys these color shifts with high fidelity, showing nuanced pigment deposits from environmental exposure. The Normal and Height maps intricately represent the fine grain and irregular surface topography, including slight dents, rust flakes, and brush marks from previous maintenance or wear. Ambient Occlusion enhances depth perception around joints and intersections of the metal bars, adding realism by simulating shadowed crevices. The roughness map modulates light scattering across the surface, distinguishing between polished metal remnants and heavily oxidized areas with matte appearance.

Designed for compatibility with Blender, Unreal Engine, and Unity, this texture supports advanced rendering workflows and physically based shading models. Its 8K resolution ensures that even close-up views retain crisp detail without pixelation, accommodating high-quality visual effects in both real-time and offline rendering scenarios. When integrating this texture, it is advisable to carefully adjust the UV scale to match the intended fence dimensions, as improper scaling can distort the pattern and reduce realism. Additionally, fine-tuning the roughness channel can help balance reflectivity, achieving the desired contrast between shiny metal remnants and matte corrosion. For enhanced depth perception, blending the height map with normal maps can create convincing parallax effects, especially in close camera angles, adding tactile realism to the metal surface.

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.


::contentReference[oaicite:0]{index=0}

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