Seamless shiny metal 3d texture pbr 8k carbon steel surface with metal scratches and metal dents free download

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

Preview — Seamless shiny metal 3d texture pbr 8k carbon steel surface with metal scratches and metal dents

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

This seamless 8K PBR texture represents a carbon steel surface characterized by its rugged, industrial aesthetic. The base material is hardened carbon steel, known for its strength and durability, featuring a predominantly metallic substrate with a dark gray to blue-gray coloration influenced by the steel's alloy composition and thermal treatment. The surface exhibits a complex interplay of metal polishing and abrasion, where finely brushed areas blend with patches of oxidized and dulled metal. The subtle presence of metal scratches and dents introduces natural imperfections, reflecting typical wear patterns found on tools, machinery, and heavy structural components. These imperfections contribute to the texture’s realism by showcasing micro abrasions, small gouges, and slight surface deformations that alter the way light interacts with the material.

The geometric form of the texture is essentially flat but irregular, with no overt pattern such as tiles or grids, emphasizing a continuous sheet of steel that can be seamlessly tiled. The surface topology includes shallow dents and raised scratch marks, which are captured through high-fidelity normal and height maps, enhancing the three-dimensional feel of the metal. The PBR setup incorporates a BaseColor (Albedo) map that reflects the intrinsic color variations of carbon steel, interspersed with darker and lighter areas due to oxidation and polishing variance. The Metallic map is uniformly high, consistent with the steel base, while the Roughness map carefully balances polished, reflective regions against rougher, abraded zones where oxidation and surface wear increase diffuse reflection. Ambient Occlusion maps accentuate the depth in scratches and dents, lending greater contrast to surface details. The Height/Displacement map enables subtle parallax effects that improve the perception of depth without excessive geometric complexity.

The texture’s surface finish suggests a combination of brushed and worn metal, where the polishing process has smoothed some areas while others retain corrosion and residue from environmental exposure. This creates a nuanced surface with metal highlights varying in intensity depending on the angle of incident light, capturing the interplay between specular glints and muted matte zones. The colorants are intrinsic to the steel itself, with no additional pigments, though the oxidation and surface treatment yield slight shifts in hue and saturation. Porosity is minimal, typical of dense steel, but microscopic surface irregularities from abrasion and micro-dents provide realistic tactile variation. This texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring compatibility with modern PBR workflows and enabling photorealistic rendering across different platforms.

For practical application, it is recommended to carefully adjust the UV scaling to maintain the fine detail of metal scratches and dents without over-repetition on large surfaces. Additionally, tuning the roughness channel can help achieve the desired balance between shiny highlights and diffuse abrasion, allowing artists to simulate anything from freshly polished steel to heavily weathered metal. When integrating with displacement or parallax mapping, blending the height map with normal maps enhances depth perception while preserving performance, making this texture suitable for both close-up renders and extensive environmental detailing.

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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