Seamless Corrugated Steel 008 A by Textures – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Corrugated Steel 008 A by Textures – PBR 3D Texture (8K ready)

IDcorrugated-steel-008-a-by-textures-pbr-seamless-8k
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Corrugated Steel 008 A by Textures is a meticulously crafted PBR 3D texture that authentically represents the complex material qualities of weathered corrugated steel sheets. The base substrate is a metallic steel sheet featuring a characteristic corrugated profile which enhances structural rigidity and introduces distinctive ridges and valleys along the surface. This sheet metal is coated with a thin layer of painted finish primarily exhibiting subtle traces of yellow pigment that have naturally faded and worn over time. The paint layer shows delicate areas of slight rusting and oxidation reflecting typical environmental exposure and gradual weathering effects. The grain orientation of the metal follows the corrugation waves adding to the texture’s realistic depth and curvature which are carefully captured in the normal and height maps to ensure precise surface detail and tactile authenticity.

The surface finish presents a nuanced interplay between matte worn paint and exposed oxidized steel producing zones of varying reflectivity and roughness that contribute to a highly realistic shading response. This texture pack includes a comprehensive set of PBR channels optimized for physically based rendering workflows with resolutions up to 8K ensuring exceptional clarity and crispness even on expansive surfaces. The Base Color (Albedo) map conveys the subtle yellow paint with natural rust and weathering patterns while the Normal map accurately defines the corrugated ridges and fine surface imperfections enhancing light interaction. The Roughness map balances glossy and matte areas simulating the effects of wear and oxidation on surface reflectivity. The Metallic channel designates the inherent steel substrate’s reflective properties and Ambient Occlusion adds shading depth in crevices and corrugated folds. Height and Displacement maps provide additional geometric detail to emphasize surface undulations and improve silhouette accuracy when used with displacement or parallax shading techniques.

This seamless tileable texture is fully compatible with major 3D engines such as Blender Unreal Engine and Unity. It integrates smoothly with Blender’s Principled BSDF shader while in Unreal Engine it connects directly to Base Color Roughness Normal and AO inputs for consistent physically based shading results. In Unity’s URP and HDRP pipelines it works efficiently with the Lit shader to achieve realistic material response. For optimal results it is recommended to maintain consistent texel density across your UV layout to preserve uniform detail and to combine the Normal map with height or parallax displacement to enhance depth perception along the corrugated ridges without significant geometry overhead. Importing the Base Color map as sRGB and all data-driven maps such as Roughness Normal and AO as Non-Color ensures accurate rendering and shading behavior.

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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