Archviz Grill Grills Mesh Metal Metallic Mic — Seamless PBR Texture free download

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

Preview — Archviz Grill Grills Mesh Metal Metallic Mic — Seamless PBR Texture

IDarchviz-grill-grills-mesh-metal-metallic-mic
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Grill Grills Mesh Metal Metallic Mic texture is a meticulously crafted PBR substance designed specifically for architectural visualization real-time rendering and game engine workflows. The base substrate consists of a finely detailed metallic mesh composed of interwoven metal strands reflecting the typical microstructure found on high-quality grill surfaces of microphones and similar equipment. The metal surface finish strikes a balance between polished and lightly brushed creating a subtle interplay of reflections and diffuse shading that captures the authentic look of metallic mic grills. Coloration is dominated by natural metal tones enriched with faint oxide layers which add consistent yet dynamic visual depth through carefully simulated pigment and oxide film interactions. Porosity is minimal indicative of the dense and solid construction of the metal mesh while subtle wear and micro-scratches are integrated to enhance realism without interfering with the seamless tiling capabilities.

The texture set includes a comprehensive array of PBR maps optimized for up to 8K resolution ensuring exceptional detail for both close-up views and large-scale surfaces. The BaseColor (Albedo) map faithfully reproduces the nuanced metallic hues and subtle discoloration caused by oxidation and lighting conditions. The Normal map encodes the intricate mesh geometry and micro-details of the grill pattern delivering crisp and precise surface relief. Roughness and Metallic maps define the reflective qualities of the metal with high accuracy—roughness captures the semi-brushed finish while the metallic channel confirms the fully metallic nature of the material. Ambient Occlusion enhances depth perception by accentuating crevices within the mesh and the Height (Displacement) map simulates the micro-elevations and depressions of the grill pattern enabling enhanced parallax effects in modern rendering engines. This thorough set is compatible and ready for seamless integration into popular 3D software such as Blender Unreal Engine and Unity ensuring consistent performance across varied rendering contexts.

For optimal visual results it is recommended to carefully adjust the UV scale to prevent visible repetition when tiling this texture across large surfaces. Fine-tuning the roughness parameter allows users to balance specular highlights and diffuse reflections according to specific scene lighting thereby enhancing realism. Additionally leveraging the height map with parallax occlusion mapping significantly improves depth perception on grill surfaces without increasing geometric complexity making this texture ideal for both high-end architectural visualization projects and efficient game engine workflows. This Archviz Grill Grills Mesh Metal Metallic Mic texture is a versatile and reliable material that combines physical accuracy with artistic detail for exceptional visual fidelity in metal grill surfaces.

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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