This seamless 3D texture PBR 8K tactile plate showcases a meticulously detailed raised pattern embossed on a scratched metal sheet, embodying the authentic characteristics of worn metal surfaces. The base material is a robust metal substrate exhibiting natural wear and abrasion, enhanced by fine scratches and subtle oxidation layers that contribute to its weathered appearance. The surface finish combines a brushed and slightly oxidized metal look with areas of subtle metallic sheen, capturing the tactile grit and irregularities typical of industrial floor plates. Pigmentation arises from natural oxide layers and metal alloys, giving the texture a realistic color variation that ranges from muted silvers to darker gunmetal tones. The composition reflects a solid metallic sheet with a dense grain orientation and a moderate porosity induced by surface wear, perfectly suited to emphasize anti skid qualities and slip resistance in practical applications.
In the PBR workflow, this texture’s BaseColor/Albedo map reveals the nuanced color shifts of worn metal, including fine scratches and discoloration from oxidation. The Normal map accentuates the pronounced raised pattern, providing depth and tactile feedback essential for realistic 3D visualization. Roughness maps vary across the surface, with smoother metallic sheens contrasting against rough, scratched areas to simulate realistic light scattering and reflectivity. The Metallic channel fully supports the metal’s conductive properties, while Ambient Occlusion enhances crevices and the pattern’s depth, adding realism to shadows and contact points. Height/Displacement maps provide subtle elevation differences, further reinforcing the texture’s tangible, raised pattern features. All texture maps are delivered at a high 8K resolution, ensuring exceptional detail and clarity for close-up renders and large-scale surfaces.
Designed with seamless tiling in mind, this texture eliminates visible repetition, making it ideal for extensive industrial and commercial applications such as anti skid floor plates, public infrastructure paving, and safety flooring scenarios. It is fully optimized and Unreal, Blender, and Unity ready, facilitating smooth integration into any 3D pipeline or game engine environment. For best practical results, it is recommended to fine-tune the roughness channel to balance reflectivity for different lighting conditions and adjust the UV scale to maintain the raised pattern’s realistic proportions on large surfaces. This ensures the tactile plate’s functional qualities—such as slip resistance and effective feedback—are visually and practically preserved in all visualizations and real-time applications.
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.
