Seamless shiny metal 3d texture pbr 8k hammered copper with metal dents and metal emboss details free download

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

Preview — Seamless shiny metal 3d texture pbr 8k hammered copper with metal dents and metal emboss details

IDseamless-shiny-metal-3d-texture-pbr-8k-hammered-copper-with-metal-dents-and-metal-emboss-details
Shiny metal
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR texture depicts a hammered copper surface characterized by intricate metal dents and embossed detailing, capturing the tactile complexity of hand-worked metal. The base material is pure copper, known for its warm reddish-brown hue and natural metallic luster. The geometric form consists of irregular, shallow indentations arranged in an organic, hammered pattern, combined with subtle embossing that adds depth and variation to the surface. This interplay of raised and recessed areas creates a dynamic relief, enhancing the realism of the metal texture.

The substrate is solid copper with a dense, fine-grain crystalline structure that contributes to its natural sheen and reflective qualities. The surface finish is a combination of polished and hammered effects, where the hammered dents introduce micro-variations in surface normals, increasing the complexity of light interaction. The emboss details simulate areas where the metal has been artistically stamped or shaped, adding to the surface’s visual interest and breaking up the uniformity. There is minimal porosity, reflecting copper’s relatively smooth surface, though slight oxidation or patina can be subtly implied through color variation in the Albedo channel.

In terms of PBR channel mapping, the BaseColor (Albedo) captures the warm, reddish-copper tones with subtle shifts to darker browns in recessed areas, accurately reflecting copper’s natural color variations. The Normal map encodes the hammered dents and emboss relief, providing detailed surface geometry for realistic light scattering and shadowing. Roughness values balance between smoother polished highlights and rougher hammered sections to simulate varying reflectivity, while the Metallic channel remains high to emphasize the metal nature of the surface. Ambient Occlusion enhances the depth around dents and embossments, and the Height/Displacement map supports parallax effects to accentuate the texture’s three-dimensional feel.

Optimized at 8K resolution, this texture is fully compatible with Blender, Unreal Engine, and Unity, ensuring high-quality rendering across diverse workflows. For best results, it is advisable to adjust the UV scale to maintain the hammered pattern’s natural size, preventing distortion or tiling artifacts. Additionally, fine-tuning the roughness channel can help balance between the pronounced metal shine and subtle diffuse reflections, while blending normal and height maps can enhance depth perception without excessive geometry displacement.

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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