Archviz Metal Metallic Scratched Scratches Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Metal Metallic Scratched Scratches Substance Designer — Seamless PBR Texture

IDarchviz-metal-metallic-scratched-scratches-substance-designer-x2
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Metal Metallic Scratched Scratches Substance Designer seamless PBR texture is meticulously crafted to replicate the complex characteristics of aged metal surfaces commonly found in architectural visualization and game environments. The base substrate mimics a dense metallic alloy with subtle ferrous or non-ferrous mineral content providing a solid and durable foundation. The surface exhibits authentic wear patterns created by fine scratches and abrasions simulating natural weathering and mechanical impact over time. These imperfections reveal varying oxide layers and minute pigment accumulations that influence the color response creating a rich interplay between the base metal tone and its oxidized highlights. The finish is semi-brushed with moderate roughness reflecting a balance between polished and oxidized metal while the porosity remains minimal yet perceptible through micro-scratches and subtle grain orientation visible in the Normal and Height channels.

In this PBR texture set each map is thoughtfully designed to support physically based rendering workflows across real-time engines like Unreal Engine and Unity as well as offline renderers including Blender’s Cycles. The BaseColor (Albedo) channel captures the nuanced metallic hues and scratched details without baked lighting information ensuring color fidelity. The Normal map delivers detailed surface relief enhancing the perception of fine scratches and subtle dents. Roughness is calibrated to showcase realistic specular highlights and diffuse reflection emphasizing the semi-brushed metallic finish. The Metallic channel indicates the high conductivity typical of metal surfaces while Ambient Occlusion adds depth by simulating shadowing in crevices and scratches. Height or Displacement maps provide additional geometric complexity for parallax effects or tessellation bringing the scratched metal surface to life in close-up views.

With an 8K resolution this seamless texture is perfectly suited for large-scale tiling without visible repetition ensuring a consistent and high-quality appearance in any archviz or visualization project. It is prepared with verified color space and gamma to seamlessly integrate into your project’s setup optimizing look-dev workflows. For practical usage adjusting the UV scale can help maintain the natural grain and scratch density appropriate for your scene while fine-tuning roughness can accentuate either the polished or weathered aspects of the metal surface. This material encourages attribution but does not require it offering a versatile high-quality resource curated for professional quality and ease of use in Substance Designer pipelines and beyond.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.