Seamless shiny metal 3d texture pbr 8k matte steel surface with metal polish and metal abrasion free download

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

Preview — Seamless shiny metal 3d texture pbr 8k matte steel surface with metal polish and metal abrasion

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

This seamless 8K texture presents a finely detailed matte steel surface characterized by subtle metal polishing and carefully rendered abrasion patterns. The base material is primarily a cold-rolled steel substrate, providing a solid metallic core with a slightly porous microstructure resulting from industrial forging and finishing processes. The surface exhibits a brushed finish enhanced with selective polishing, where microscopic scratches and faint wear marks simulate realistic metal abrasion. These abrasions contribute to the tactile roughness and introduce varied light diffusion across the surface, simulating everyday use and environmental exposure without compromising the overall integrity of the steel.

The geometric form of the texture is composed of a continuous, uniform planar sheet with no distinct repetitive patterns, making it ideal for broad, uninterrupted metal surfaces such as industrial panels, architectural cladding, or mechanical components. The metal highlights and shadows are carefully balanced to enhance depth perception, revealing subtle undulations and micro-geometry variations that reflect the interplay of light on a matte finish. This is achieved through precise Normal and Height map data, which simulate the micro-texture of the polished and abraded steel, while the Roughness map controls the degree of reflectivity, maintaining a low-gloss appearance typical of matte steel surfaces.

In terms of material composition, the steel surface integrates fine iron grains bound together with trace amounts of carbon and alloying elements, contributing to its mechanical strength and color tone. The BaseColor (Albedo) map captures a neutral gray steel hue with slight cool undertones, while the Metallic channel confirms the fully metallic nature of the surface. Ambient Occlusion is finely tuned to emphasize recesses created by abrasion marks, adding realism to crevices and edges. The Height and Normal maps work in tandem to replicate the subtle textural depth of polished versus worn areas, enhancing the tactile feel in 3D applications.

This texture is optimized for physically based rendering (PBR) workflows and is fully compatible with Blender, Unreal Engine, and Unity, supporting seamless tiling for expansive surfaces. The 8K resolution ensures exceptional detail even in close-up renders, allowing artists to capture intricate metal finishes without visible pixelation. For practical use, it is recommended to adjust the UV scale appropriately to avoid texture repetition on large meshes and to fine-tune the Roughness map to simulate different levels of surface wear or polish intensity. Additionally, blending the Height and Normal maps can enhance parallax effects for more convincing depth on flat 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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