This seamless 3D texture presents a highly detailed scratched steel surface rendered in pristine 8K resolution, optimized for physically based rendering (PBR) workflows. The base substrate is forged steel, characterized by its dense metallic composition and inherent hardness, which has been subjected to extensive wear and abrasion. The surface finish combines a scuffed, brushed texture with visible abrasion marks and fine scratches that reveal subtle variations in the oxide layers and underlying metal grain. These surface imperfections create a realistic interplay of light and shadow, enhancing the industrial authenticity of the material. The steel's natural metallic sheen contrasts with areas of wear where the protective finish has been eroded, exposing darker, oxidized patches and slight discolorations, all captured with exceptional clarity in the texture maps.
The 8K PBR texture includes detailed BaseColor (Albedo) maps that depict the nuanced color variations from polished steel gray to weathered, tarnished sections. The Normal map accurately simulates the micro-scratches, gouges, and scuffed abrasions, delivering depth and tactile realism without additional geometry. Roughness maps reflect the varying surface finishes, from smoother polished zones to rough, worn areas affected by mechanical use, while the Metallic channel consistently defines the steel’s reflective properties. Ambient Occlusion enhances the perception of crevices and indentations caused by wear, and Height/Displacement maps provide subtle relief for enhanced parallax effects in real-time rendering engines. This texture is fully seamless, ensuring continuous, tileable coverage without visible seams or pattern repetition, suitable for large-scale industrial surfaces and mechanical components.
Designed for seamless integration with Blender, Unreal Engine, and Unity, this scratched steel texture is ideal for rendering mechanical parts, industrial tools, or machinery requiring authentic surface damage and realistic metal wear. The neutral lighting setup embedded within the texture maintains uniform detail visibility across different rendering environments. For optimal application, adjusting the UV scale to highlight fine abrasion marks can enhance realism, while tuning roughness values allows control over the perceived surface polish versus wear. Employing the Height map with parallax occlusion shaders further accentuates the tactile feel of scratches and scuffs, making this texture perfect for projects demanding lifelike industrial metal surfaces in high fidelity environments.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
