Archviz Castle Door Gate Medieval Metal Metallic — Seamless PBR Texture free download

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

Preview — Archviz Castle Door Gate Medieval Metal Metallic — Seamless PBR Texture

IDarchviz-castle-door-gate-medieval-metal-metallic
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Castle Door Gate Medieval Metal Metallic seamless PBR texture is meticulously designed to capture the authentic materials and composition of aged medieval gates and doors. The base substrate consists primarily of robust metal resembling weathered iron or steel exhibiting natural oxidation and patina that reveal decades of exposure to harsh environmental elements. Interwoven beneath and alongside the metallic surface are wooden planks likely crafted from oak or a similar dense hardwood whose grain orientation adds depth and realism to the texture. The wood shows characteristic porosity and subtle weathering contrasting tactilely and visually with the oxidized metal. The metal surface finish displays a slightly brushed and corroded appearance with varying roughness that conveys a natural aged look while the wooden planks feature natural wood dyes and pigments that create nuanced color variations enhancing the overall authenticity and intricacy of the material.

In terms of PBR workflows this texture set includes comprehensive high-resolution maps optimized for seamless tiling up to 8K ensuring exceptional detail for close-up architectural visualization game engine rendering and other 3D workflows in Blender Unreal Engine and Unity. The BaseColor (Albedo) map captures subtle color shifts between the metallic gate and the wooden planks without baked lighting emphasizing the oxidized iron tones and natural wood hues. The Normal map reveals fine surface details such as the grain of the wood rivets and embossed metal features while the Roughness map differentiates the smoother metallic areas from the slightly rougher weathered wooden surfaces controlling light reflection with precision. The Metallic channel clearly demarcates metal from non-metal parts ensuring physically accurate material properties. Ambient Occlusion enhances shadow depth in crevices and around plank edges and the Height/Displacement map introduces realistic surface relief adding dimensionality to the intricate details of the door and gate.

This texture is crafted with careful attention to color space and gamma to integrate seamlessly into any archviz or game project pipeline. For optimal results it is recommended to adjust the UV scale to match the actual dimensions of the castle door or gate preventing visible repetition and improving realism. Additionally fine-tuning roughness values can help balance the interplay between the weathered metallic shine and the matte aged wooden planks achieving a natural believable finish. Designed with Substance Designer principles this texture offers a versatile and high-quality resource for creating medieval architectural materials that combine the rugged strength of metal with the organic complexity of wood perfect for detailed and realistic renderings in various visualization workflows.

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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