Seamless shiny metal 3d texture pbr 8k dull nickel surface with metal oxidation and metal tarnish free download

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

Preview — Seamless shiny metal 3d texture pbr 8k dull nickel surface with metal oxidation and metal tarnish

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

This seamless 8K PBR texture captures the intricate details of a dull nickel metal surface characterized by natural oxidation, tarnish, and subtle corrosion. The base material is primarily nickel, known for its silvery-gray appearance and moderate reflectivity, which here is weathered to reveal a matte, aged finish. The geometric form is a continuous, finely grained metal sheet with delicate surface abrasions and irregular oxidation patches that break the monotony of the flat plane, simulating the natural progression of metal degradation over time. The texture’s surface shows a balanced porous quality where metal oxidation and tarnish have formed thin oxide layers, altering both color and reflectivity without compromising the structural integrity of the substrate.

The composition reveals a layered metal surface with a nickel substrate beneath a patina of corrosion products and metal salts. These layers act similarly to binders, subtly diffusing light and affecting the overall roughness and metallic responses in rendering. The fine grain structure and micro-abrasions function as aggregates and fibers, creating microscopically uneven surfaces that catch highlights and shadows realistically. The surface finish is predominantly dull and oxidized, with sporadic patches of metal abrasion and faint corrosion spots that add visual complexity and depth. Coloration ranges from muted silvers and grays to faint blue-green hues where oxidation is most pronounced, offering a nuanced color map that enhances realism within the BaseColor (Albedo) channel.

In PBR workflows, this texture is optimized with precise channel mappings: the BaseColor channel conveys the muted nickel tones combined with oxidation discoloration; the Normal map encodes the micro-scratches and oxidation relief detail to simulate subtle surface irregularities; Roughness maps reflect the transition from smoother worn metal to rougher corroded areas, controlling specular highlights; the Metallic channel remains consistently high to represent the metal base, modulated slightly in tarnished sections to simulate reduced metal reflectivity; Ambient Occlusion enhances shadowing around corrosion crevices and abrasion marks; Height (Displacement) maps provide fine elevation changes for added realism in close-up renders. This comprehensive channel setup ensures compatibility and high-quality results across Blender, Unreal Engine, and Unity environments.

For practical use, it is recommended to adjust the UV scale carefully to avoid repetition artifacts, especially on large surfaces where the oxidation patterns could appear too uniform. Additionally, tuning the roughness map can help achieve the desired balance between the worn metallic shine and the matte oxidized areas. When working with height or parallax mapping, blending the normal and displacement data subtly can enhance the perception of depth without causing visual distortions during real-time rendering. This texture is particularly suited for industrial, vintage, or weathered metal asset creation, delivering a realistic representation of dull nickel surfaces aged through environmental exposure.

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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