Seamless 3d texture pbr 8k rusty metal fence with metal rust and rough concrete base free download

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

Preview — Seamless 3d texture pbr 8k rusty metal fence with metal rust and rough concrete base

IDseamless-3d-texture-pbr-8k-rusty-metal-fence-with-metal-rust-and-rough-concrete-base
Fences
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents an ultra-high-definition 8K photorealistic portrayal of a rusty metal fence combined with a rough concrete base, designed with physically based rendering (PBR) principles. The metal component is primarily composed of aged steel, exhibiting extensive oxidation and corrosion patterns, where the original smooth metallic surface has given way to layers of flaky rust and pitting. The rusted metal reveals a complex composition: the steel substrate serves as the base material, while iron oxide forms the rust layer, providing rich reddish-brown and orange pigments. The surface finish is heavily oxidized and uneven, with a rough, weathered texture that captures the natural degradation caused by prolonged exposure to moisture and air. This intricacy is reflected in the PBR BaseColor map, where rusty hues blend with residual dark gray metal tones, while the Normal and Height maps emphasize the uneven, cracked surface geometry and pits characteristic of metal corrosion.

The concrete base supporting the fence is modeled with a coarse aggregate mix embedded in a cement binder, resulting in a visibly rough and porous surface. The concrete exhibits typical weathering effects such as micro-cracks, small chips, and fine grain texture, which are critical for conveying realism in 3D applications. The aggregate particles vary in size and shape, creating subtle surface irregularities that contribute to the diffuse scattering of light. The rough concrete’s color ranges from pale gray to slightly weathered, off-white tones, with occasional darker spots indicating dirt or moisture absorption. In the PBR workflow, this translates to a moderately high Roughness value for the concrete area and a low to zero Metallic value. The Ambient Occlusion map enhances depth perception by darkening recessed cracks and crevices, while the Height map defines the subtle elevations and depressions across the concrete substrate.

Geometrically, the metal fence features a repeating vertical and horizontal bar pattern, forming a grid-like lattice that is common in industrial and security fencing. The bars are cylindrical with slightly flattened surfaces, showing rounded edges softened by corrosion. This pattern is perfectly tileable, allowing the texture to be repeated seamlessly across large surfaces without visible borders or mismatches. The texture’s seamless nature is optimized for use in popular 3D engines such as Blender, Unreal Engine, and Unity, ensuring compatibility and ease of integration. The Normal map accurately simulates the roughness and small-scale details of both metal rust and concrete textures, creating realistic light interactions and shadows that respond dynamically to scene lighting.

For practical application, it is recommended to carefully adjust the UV scale to maintain the natural size of the rust and concrete details, avoiding overly stretched or compressed appearances. Additionally, fine-tuning the Roughness map can help achieve desired surface reflections, especially when simulating wet or freshly rained-on conditions by lowering roughness values slightly. Combining the Height map with parallax or normal blending techniques can further enhance the perception of depth for close-up renders, making the texture particularly effective for industrial environments, outdoor fencing, and architectural visualizations requiring authentic weathered materials.

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}

AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.