Hi I downloaded a model from a site and the there's a ARM texture and I have no idea how to put it on the model I tried ctrl, shift, t and it recognized the normal map and the regular texture but it didn't import the ARM texture I found out its a combination of Ambient Occlusion, Roughness and Metallic and its separated by RGB. As seen below. but I would like to know how to use it into blenders shading tab

ARM is short for Ambient Occlusion, Roughness and Metallic. The ARM Texture Map combines the three textures into a single texture maps separate color channels Red, Green and Blue.

Red – Ambient Occlusion

Green – Roughness

Blue – Metallic


1 Answer 1


Using the 'Separate Color' node, which was called Separate RGB a few updates back can help you solve your problems.

enter image description here

From there you can plug in the Separate Color node outputs into there respective slots into a principal BSDF or any other network you have made up.


This is one way you can combine your AO with your base/albedo map. Plug the red channel into the value slot and your base colour texture into the color slot of a Hue Saturation Value node. The output of the Hue Saturation Value node then goes to the Base Color of your Principled BSDF.
enter image description here

You can also use the mix node for similar results. enter image description here

  • $\begingroup$ Hi so how do I add the Ambient occlusion to the principal BSDF? $\endgroup$
    – Jholl07
    Commented Mar 20, 2023 at 16:27
  • $\begingroup$ Hi, I've edited the answer to include this question. Let me know if this is what you are after. $\endgroup$
    – Magacaria
    Commented Mar 22, 2023 at 7:26

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