Archviz Floor Herringbone Substance Designer Tiles Wood — Seamless PBR Texture free download

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

Preview — Archviz Floor Herringbone Substance Designer Tiles Wood — Seamless PBR Texture

IDarchviz-floor-herringbone-substance-designer-tiles-wood
Ceramic-tile
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Floor Herringbone Substance Designer Tiles Wood seamless PBR texture is expertly crafted to replicate a natural wood substrate specifically engineered to showcase the distinctive grain orientation found in classic herringbone flooring patterns. The base material features warm medium-toned wood hues enriched by subtle color variations and natural pigments that convincingly emulate authentic wood fibers and annual growth rings. The composition includes carefully balanced organic fibers intertwined with high-quality adhesive binders resulting in a low-porosity durable engineered wood surface. The finish is a refined semi-matte polish presenting a slight sheen that conveys gentle light wear while preserving an elegant natural appearance ideal for architectural visualization and interior rendering projects.

All PBR channels are meticulously prepared to support physically based rendering workflows with accuracy and realism. The BaseColor map reveals the nuanced pigment distribution and subtle tonal shifts of the wood highlighting the interplay between fine grain textures and the herringbone tile layout. The Normal map captures the delicate relief of the wood grain and the precise edges formed by the interlocking tile arrangement providing realistic surface depth without exaggerated height. Roughness values are carefully tuned to reflect the semi-polished surface offering moderate reflections that enhance the perception of light wear and natural surface imperfections. The Metallic channel remains near zero consistent with the organic non-metallic nature of wood. Ambient Occlusion subtly accentuates tile joints and slight crevices improving the visual depth and realism of light interaction. Height/Displacement maps are finely calibrated to enhance depth perception at tile edges and grain transitions making them ideal for parallax or tessellation effects in real-time engines.

This high-resolution 8K texture is optimized for seamless tiling across large surfaces ensuring consistent visual quality and eliminating visible repetition on expansive floors. It is fully compatible with leading rendering platforms such as Blender Unreal Engine and Unity supporting both real-time and offline architectural visualization workflows. For optimal results it is recommended to carefully adjust UV scaling to preserve natural wood grain proportions and to fine-tune roughness settings to match the specific lighting environment and desired floor finish. Utilizing the height map for subtle parallax or displacement effects can significantly enhance the tactile quality and realism of the herringbone wood tiles in close-up views elevating the overall visual fidelity and immersion of your architectural scenes.

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.