This seamless 8K PBR 3D texture intricately replicates a wire glass window, featuring a robust composition of textured glass embedded with a fine wire mesh. The primary material is tempered glass, chosen for its strength and safety properties, fused with thin steel wires arranged in a geometric grid pattern that enhances both security and visual complexity. The glass surface exhibits a slightly frosted finish, achieved through subtle etching or sandblasting, which diffuses light while maintaining transparency. This textured glass substrate is supported by carefully modeled window mullions and grilles crafted from painted metal, typically steel or aluminum, with a matte to semi-gloss finish that reflects typical industrial window framing.
The texture accurately simulates the multi-layered structure of the window assembly. The glass layer’s BaseColor channel captures the faint greenish tint characteristic of industrial glass, with embedded wire mesh rendered in a dark metallic tone. The Normal map defines the delicate embossing of the wire grid beneath the glass surface, as well as the slight unevenness of the textured glass itself. Roughness values vary to distinguish between the matte finish of the textured glass and the smoother, lightly reflective metal surfaces of the window mullions, grilles, and hardware elements. The Metallic channel highlights the steel components of the window frame and hardware, including the window sill, lock, hinges, and handle, providing a realistic metallic sheen where appropriate.
The Ambient Occlusion map enhances the perception of depth and shadowing around the intricate wire mesh intersections and the recesses of the mullions and window hardware. Height or Displacement maps add subtle relief to the textured glass surface and the wire grid, allowing for convincing parallax effects and enhanced tactile realism when rendered in high-detail environments. Weathering effects are minimal but present, with slight oxidation and wear on the metal parts to suggest natural aging without detracting from the industrial aesthetic.
Designed for seamless tiling, this texture is optimized for use in Blender, Unreal Engine, and Unity, supporting high-fidelity architectural visualization and game asset workflows. The 8K resolution ensures crisp detail even on large surfaces, making it ideal for close-up renders or VR applications. For practical use, adjusting the UV scale to maintain realistic proportions of the wire mesh and mullions is recommended. Additionally, fine-tuning the Roughness map can help balance the reflectivity between glass and metal, while blending Height and Normal maps can enhance depth perception without over-exaggerating surface irregularities.
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.
