Seamless shiny metal 3d texture pbr 8k copper patina surface with metal oxidation and metal discoloration free download

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

Preview — Seamless shiny metal 3d texture pbr 8k copper patina surface with metal oxidation and metal discoloration

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

This seamless 8K texture captures the intricate surface of aged copper exhibiting a rich copper patina, formed through natural metal oxidation and discoloration processes. The base material is a solid copper substrate, characterized by a dense, metallic lattice that underlies the surface. Over time, exposure to atmospheric elements leads to chemical reactions that produce a complex layer of corrosion, primarily copper oxides and carbonates, resulting in the distinctive greenish-blue patina. This weathered surface displays subtle abrasions and pitting, indicative of prolonged metal corrosion and environmental wear, which adds depth and realism to the material’s form. The texture’s geometric pattern is essentially flat but irregular, with organic patches of oxidation creating a non-uniform, variegated finish rather than a repetitive or tiled layout.

The composition of this metal texture includes the copper base, covered by a semi-opaque patina layer that acts as a natural binder to the underlying metal. This layer contains micro-scale aggregates of corrosion products and mineral deposits, which contribute to the varied roughness and reflectivity across the surface. The porosity is low but uneven due to metal abrasion and corrosion, producing localized pits and crevices that enhance the tactile quality of the surface. Visually, the finish is predominantly oxidized and matte with sporadic areas retaining faint metallic sheen, creating a dynamic interplay between rough and smooth zones. The coloration is driven by natural pigments formed through oxidation, ranging from deep copper tones to turquoise and green hues, simulating realistic metal discoloration and corrosion patterns.

In terms of PBR channels, this texture excels in conveying physical realism: the BaseColor (Albedo) map accurately reproduces the complex patinated color variations, while the Normal map defines the subtle surface relief from corrosion and abrasion. The Roughness map varies from low to high values, reflecting polished copper patches alongside rough, oxidized regions. Metallic values are consistently high to represent the copper base, but nuanced to account for non-metallic corrosion layers. Ambient Occlusion enhances shadow details within crevices and pits, and the Height/Displacement map provides depth for parallax effects, emphasizing the texture’s weathered geometry. This comprehensive channel setup ensures excellent compatibility and realism in rendering engines such as Blender, Unreal Engine, and Unity, especially when using PBR workflows.

For practical application, it is recommended to carefully adjust the UV scale to avoid repetition artifacts in large surfaces and to fine-tune the roughness map to balance between glossy copper highlights and matte oxidized patches, depending on the desired visual emphasis. Additionally, blending the Height map with the Normal map can improve the perception of depth without excessive geometry displacement, optimizing performance while maintaining visual fidelity. This texture is ideal for architectural visualizations, historical reconstructions, or any digital asset requiring authentic aged copper metal surfaces with detailed oxidation and corrosion effects.

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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