Archviz Damascus Metal Steel Substance Designer Weapon — Seamless PBR Texture free download

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

Preview — Archviz Damascus Metal Steel Substance Designer Weapon — Seamless PBR Texture

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

This Archviz Damascus Metal Steel Substance Designer Weapon seamless PBR texture is meticulously crafted to authentically replicate the intricate composition and distinctive aesthetics of traditional Damascus steel. The base substrate simulates a high-carbon steel alloy characterized by finely wrought mineral and metallic layers fused together through forge welding. This process creates a unique layered structure with flowing organic grain patterns and subtle surface irregularities that define the material’s rich visual complexity. The texture captures the natural interplay between polished and oxidized finishes showcasing areas of varying reflectivity and a nuanced patina formed by gradual weathering. Pigments and thin oxide layers introduce subtle shifts in color across the BaseColor/Albedo map ranging from cool silvery grays to deep gunmetal tones enhancing depth and realism in physically based rendering workflows.

Designed for seamless large-scale tiling this PBR texture set is optimized at up to 8K resolution to deliver exceptional detail and clarity for both close-up visualization and expansive surfaces. The Normal map conveys the delicate undulations and layered grain unique to Damascus steel adding realistic surface relief that enhances three-dimensionality. Roughness values carefully define the contrast between the polished metallic highlights and matte oxidized patches controlling the material’s reflective qualities under varied lighting conditions. The Metallic channel accurately represents the conductive properties of steel ensuring lifelike reflections in real-time engines such as Unreal Engine and Unity as well as offline renderers like Blender. Ambient Occlusion enhances shadowing in recessed areas accentuating the depth of the layered structure while the Height/Displacement map creates realistic parallax effects to further immerse viewers during detailed inspection or game integration.

When applying this texture to weapon models or architectural metal surfaces it is advisable to carefully adjust the UV scale to maintain the natural flow and scale of the Damascus patterns. Fine-tuning the Roughness map allows for balancing between polished and oxidized finishes optimizing the visual impact according to scene lighting. This seamless PBR material is engineered for efficient workflow integration across a range of digital design platforms offering consistent high-quality results that meet the demanding requirements of archviz weapon visualization and game development projects seeking authentic and visually compelling metal surface representation.

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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