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

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

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

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

This seamless shiny metal texture presents a meticulously crafted hammered copper surface, characterized by a complex interplay of metal embossing and subtle dents that bring both depth and tactile realism to the material. At its core, the substrate is pure copper, a malleable metal known for its warm reddish-brown hue and excellent conductivity. The surface exhibits a hammered geometric pattern formed by irregular, shallow indentations that scatter light across the form, creating dynamic metal highlights and reflections. This uneven topography is enhanced by metal emboss details that add raised elements, contributing to a rich three-dimensional effect typical of handcrafted copperwork.

The material composition can be described as solid copper with minimal impurities, where the surface has been mechanically treated to produce the characteristic hammered finish. The texture's surface finish combines a polished base with localized roughness due to the embossed areas and dents, resulting in a varied reflectivity profile. Colorants are inherent to the copper itself, ranging from warm burnt orange to deep amber tones, with subtle oxidation effects that introduce slight variations in color and ambient occlusion depth. The porosity is negligible, as copper is a dense metal, but the hammered indentations create micro-cavities that add to the complexity of shadowing and light diffusion.

In PBR terms, the BaseColor (Albedo) channel carries the authentic copper coloration with natural gradient shifts caused by the embossed and dented features. The Normal map accurately encodes the hammered surface’s geometric irregularities and embossing relief, enhancing the perception of depth without additional geometry. The Roughness map balances polished and matte areas, where embossed and dented regions show higher roughness values, softening reflections, while flatter copper planes maintain metallic shine. The Metallic channel is uniformly high, reflecting copper’s conductive properties, and the Ambient Occlusion map emphasizes shadowing within dents and emboss crevices. Height or Displacement maps provide subtle elevation details to complement the Normal map, enabling realistic parallax and surface deformation.

Rendered at an 8K resolution, this texture delivers exceptional detail and sharpness, ensuring crisp surface features when applied to close-up views in 3D environments. It is fully optimized for integration with Blender, Unreal Engine, and Unity, supporting physically based rendering workflows and seamless material adjustments. For practical use, when applying this texture, it is advisable to carefully tune the roughness channel to balance between exaggerated shine and natural metal wear, and to adjust the UV scale to preserve the hammered pattern’s fidelity on larger surfaces. Combining the height map with normal blending can further enhance the depth perception in real-time engines without heavy geometry.

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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