Complete Surface Detail.
Apply a production-ready Metalworks material instantly, then refine every layer without rebuilding the shader.
A convincing material is not just a shader, but a record of its history: the polished edge touched a thousand times, the scratch left by impact, the oxidation born from exposure, and the dirt gathered through years of use.
Modular Procedural Shader
Combine independent material systems to build clean, worn, painted, damaged, oxidized, and heavily weathered surfaces.
One-Click Baking
Keep the material procedural while developing it, then convert the approved result into portable texture maps.
170+ Presets
A broad library of practical metal materials and surface conditions, prepared for immediate use and further procedural refinement.
Save Custom Presets
Convert successful material setups into reusable assets inside your own Metalworks library.
Create Custom Presets
Save a finished material with its own rendered preview, then reuse the complete setup in future projects with one click.
Who Metalworks Is For
Metalworks is designed for artists who need believable metal surfaces quickly, especially when close-up material detail, controlled wear, and a clear visual history are essential to the final image.
Tech Concept Designers
Create close-up materials for weapons, armor, robots, vehicles, machinery, and industrial concepts without rebuilding complex metal shaders.
Hard-Surface & Prop Artists
Develop production-ready surfaces for hero props, mechanical parts, sci-fi assets, tools, and environment objects with consistent detail.
Look Development Artists
Build clean, painted, scratched, damaged, dirty, or corroded variations for product shots, cinematic close-ups, and material exploration.
Game & Real-Time Artists
Design the surface procedurally in Blender, then bake it into practical texture maps for optimized scenes, EEVEE, and external game engines.
Designed Primarily for Cycles
Metalworks was developed primarily for the Cycles renderer. The full procedural effect will not work correctly in EEVEE because some of the required procedural shading features are not supported there. For EEVEE, first bake the material in Cycles and then use the generated texture maps in the baked PBR material.
Performance Depends on Your Hardware
Metalworks uses a detailed and relatively complex procedural shader. Viewport performance can therefore vary between systems depending on the available CPU, GPU, memory, scene complexity, and render settings.
If performance is slow, isolate the object using Metalworks from the rest of the scene while adjusting the material. Temporarily hide other objects, collections, lights, simulations, and heavy viewport effects so the CPU and GPU can focus on the active object and shader.
After the material is finished, return the object to the complete scene. For demanding projects, baking the final result is also recommended to reduce the continuing load on the processor and graphics hardware.
Animated and Deforming Objects
The procedural material is not recommended for objects whose mesh deforms or changes during animation. On rigged characters, shape keys, cloth, or other deforming geometry, the procedural surface may be recalculated as the mesh moves. This can cause rust, wear, dirt, or other effects to shift or appear in places where they were not visible in the original pose.
For animated characters and deforming objects, bake the material before animation or final rendering. The baked texture maps remain fixed to the UV layout and preserve the surface appearance while the object moves.
Baked Result Adjustments
The baked material is designed to match the procedural result as closely as possible, but small differences may remain in Specular, Roughness, Bump, and Normal Maps.
Minor adjustments to Bump Height, Normal Map Strength, Roughness, or Specular Correction may be required. See the One-Click Baking comparison above for a direct example.
Preset Adjustments
Each preset provides a carefully prepared starting point for a specific material style, but the final appearance can vary depending on the physical scale of the object and the lighting setup.
For the closest one-click match, use realistic object dimensions similar to those used when the preset was created. For example, a rifle preset was developed on a realistically scaled rifle. If your object is several times larger or smaller, the wear, scratches, dirt, and other procedural details may appear too large or too fine.
Small adjustments to texture scale, effect strength, roughness, or related controls are therefore recommended so the preset fits your model and scene correctly.
Spend Less Time Building Shaders.
Start with 170+ presets, refine the material through a modular procedural system, bake the final result, and preserve your best work as reusable custom presets.
Credits / License / Responsibilities Product Information
Metalworks was developed through a combination of product design, shader development, technical scripting, and original texture resources.
- Product concept, addon development, scripting, product styling, file organization, documentation, marketing, and distribution by Lazy3D.
- Node-group and shader development by Lazy3D, in collaboration with Konstantin Feyer, an independent freelance technical artist commissioned for specific shader and node-group development work.
- All included texture maps and surface-pattern resources—including roughness maps, metallic maps, wear, damage, rust, dirt, and related masks—by Vyacheslav CGI (Vyacheslav M. — vyacheslavmarkov3d@mail.ru).
Lazy3D is responsible for:
- The overall product concept and development of the addon code.
- Shader and node-group development, organization, and scripting, including commissioned collaborative work with Konstantin Feyer.
- Product styling, file organization, documentation, marketing, customer-facing presentation, sales, and distribution.
Lazy3D does not claim authorship of the credited texture maps and surface-pattern resources created by Vyacheslav CGI.
- Addon script: GNU GPL v3 (GNU General Public License, version 3).
- Included texture maps and pattern assets: Royalty Free. Authorship, rights, and asset-related responsibilities remain with their original credited creator.
- For texture-asset licensing questions or requests beyond the supplied product license, contact the original creator directly.
All sales are handled through Lazy3D’s SuperHive Market storefront, formerly BlenderMarket.
Please review and understand this division of authorship, licensing, and responsibility before purchasing or using the product.
The complete license text is included with the product files in the License Info file.
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