Archviz Locker Metal Metallic Sci Scifi Substance — Seamless PBR Texture free download

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

Preview — Archviz Locker Metal Metallic Sci Scifi Substance — Seamless PBR Texture

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

This Archviz Locker Metal Metallic Sci Scifi Substance is a highly detailed seamless PBR texture expertly designed to meet the demands of physically based rendering workflows used in architectural visualization game engines and both real-time and offline rendering environments. The base substrate is composed of a premium metal alloy that features a subtly brushed finish perfectly capturing the sleek industrial and futuristic aesthetics commonly found in sci-fi locker designs. Its composition is enhanced with carefully layered fine oxide coatings and engineered pigments which provide consistent and uniform coloration throughout the BaseColor/Albedo map. This meticulous layering ensures the metallic hues remain vibrant and authentic under a wide range of lighting conditions contributing to an immersive and believable surface appearance.

The texture reveals an intricate metal grain orientation combined with delicate weathering effects that lend tactile depth and surface complexity. These details are precisely encoded in the Normal and Height maps allowing for realistic surface relief and subtle embossing that scale seamlessly across large tiled areas without visible repetition or seams. The Roughness and Metallic PBR channels are thoughtfully calibrated to represent the semi-reflective nature of the metal surface balancing polished highlights with subtle wear and diffuse reflection. The Roughness map controls light scattering to simulate the locker’s nuanced surface finish while the Metallic map defines conductive metal regions essential for achieving a convincing sci-fi metallic look across rendering engines such as Blender Unreal Engine and Unity. Ambient Occlusion enhances the sense of depth by accentuating crevices panel separations and fine details inherent to the locker’s design.

Optimized for resolutions up to 8K this texture delivers exceptional detail suitable for close-up architectural visualization or detailed game asset environments without sacrificing performance or visual quality. It is color space and gamma aligned to integrate smoothly into standard archviz and sci-fi pipelines. To maximize realism it is recommended to carefully adjust the UV scale when applying the texture to preserve the integrity of the metal grain and avoid stretching artifacts that could break the seamless effect. Additionally fine-tuning the Roughness parameter allows users to customize the metal’s reflectivity and surface finish to match different lighting setups and artistic goals. Incorporating subtle Height or Parallax mapping can further simulate surface imperfections and embossed features typical of metallic lockers enhancing both immersion and material authenticity during look development.

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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