Seamless shiny metal 3d texture pbr 8k beaten brass surface with metal dents and metal oxidation free download

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

Preview — Seamless shiny metal 3d texture pbr 8k beaten brass surface with metal dents and metal oxidation

IDseamless-shiny-metal-3d-texture-pbr-8k-beaten-brass-surface-with-metal-dents-and-metal-oxidation
Shiny metal
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless shiny metal texture showcases a beaten brass surface characterized by intricate metal dents and subtle oxidation marks, reflecting the natural aging and wear of the material. The base material is solid brass, an alloy primarily composed of copper and zinc, known for its warm golden hue and excellent malleability. The geometric form presents an irregular, hammered pattern, where the metal has been physically deformed to create small indentations and unevenness across the surface. This beaten effect imparts a handcrafted aesthetic, emphasizing the metal's tactile qualities and enhancing the realism of the texture.

The composition includes a dense brass substrate with a polished finish that has been subjected to mechanical abrasion, resulting in scattered dents and minor surface corrosion. These oxidation zones exhibit a range of greenish to brownish discolorations typical of brass weathering, caused by exposure to moisture and environmental elements. The surface finish balances between shiny, reflective brass areas and matte, roughened patches due to metal corrosion and abrasion. This interplay of smooth and rough regions creates complex light interactions that are effectively captured through physically based rendering techniques.

In terms of PBR channels, the BaseColor (Albedo) map accurately reproduces the warm yellow-gold tones with variations caused by oxidation and corrosion pigments. The Normal map encodes the microgeometry of metal dents and beaten patterns, enhancing surface detail without additional geometry. Roughness values vary spatially, with smoother polished areas having low roughness for high reflectivity, and corroded or abraded segments showing increased roughness to simulate diffuse scattering. The Metallic channel is consistently high, reflecting the fully metallic nature of brass. Ambient Occlusion provides subtle shadowing within dents and crevices, while the Height/Displacement map adds depth, emphasizing the hammered indentations and oxidized patches for realistic parallax effects.

Rendered at an impressive 8K resolution, this texture is optimized for high-fidelity projects in Blender, Unreal Engine, and Unity, ensuring exceptional detail and realism even at close camera distances. For practical application, it is recommended to adjust the UV scale carefully to maintain the natural proportion of the hammered dents and avoid repetitive tiling artifacts. Additionally, fine-tuning the roughness map can help balance glossiness and weathering effects depending on lighting conditions, while blending height and normal maps enhances the perception of surface irregularities without excessive polygon counts.

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.


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