Archviz Copper Hammered Metal Metallic Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Copper Hammered Metal Metallic Substance Designer — Seamless PBR Texture

IDarchviz-copper-hammered-metal-metallic-substance-designer
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This expertly crafted seamless PBR texture features a copper hammered metal surface thoughtfully designed for archviz and visualization projects that demand exceptional realism and intricate detail. The material’s foundation is pure copper recognized by its distinctive warm reddish-brown tone which is subtly enriched by natural oxide layers that introduce complexity and depth to the overall color response. The hammered finish adds irregular deformation patterns and fine surface variations replicating the authentic manual hammering process. This results in a textured metal surface with a nuanced interplay of polished highlights and weathered slightly roughened areas. The copper’s dense low-porosity nature contributes to a solid tactile quality while the orientation of the hammered grain enhances the finish’s rich dimensionality and visual depth.

The texture’s composition is optimized for physically based rendering workflows ensuring consistent and realistic behavior under diverse lighting conditions. Its PBR maps available in resolutions up to 8K capture every detail with precision making it ideal for large-scale tiling in real-time engines like Unreal Engine and Unity as well as offline renderers such as Blender Cycles. The BaseColor (Albedo) channel accurately conveys the subtle copper oxide pigmentation alongside the pure metal tone without baked-in lighting while the Normal map reveals the hammered metal’s intricate surface relief and micro-topology. The Roughness map balances reflectivity with smooth polished raised areas contrasting against rougher indentations to mimic natural light diffusion and specular highlights. The Metallic channel consistently represents the inherent metallic quality of pure copper and the Ambient Occlusion map enhances perceived depth around crevices and hammer marks. Additionally the Height/Displacement map supports realistic parallax and mesh displacement effects emphasizing the hammered surface’s three-dimensional character. Meticulous color space management and gamma calibration guarantee seamless integration across various projects and platforms.

For optimal results it is recommended to adjust the UV scale to fit the architectural element within your scene preserving the hammered details’ realistic proportions. Fine-tuning the roughness values allows customization of the surface’s appearance ranging from a lightly aged copper patina to a near-polished metallic finish depending on the desired aesthetic. This copper hammered metallic substance designer texture is a versatile and high-quality asset for architects visualization artists and game developers seeking a physically accurate material that delivers consistent photorealistic results across multiple rendering workflows and engines.

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.


AITEXTURED Tools

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