Animal Archviz Armor Cloth Fabric Knight Leather — Seamless PBR Texture free download

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

Preview — Animal Archviz Armor Cloth Fabric Knight Leather — Seamless PBR Texture

IDanimal-archviz-armor-cloth-fabric-knight-leather
Fabric
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture exquisitely captures the intricate and organic qualities of a medieval knight’s armor cloth fabric interwoven with authentic animal leather elements. The base substrate consists of tightly woven natural textile fibers exhibiting subtle porosity and slight wear that reflect the historically crafted nature of medieval armor materials. The interlaced fibers create a distinctly tactile surface with nuanced depth while the leather overlays display a softly polished finish characterized by natural grain patterns gentle creases and varied color tones shaped by embedded pigments and traditional natural dyes. This sophisticated fusion of cloth and leather produces a richly detailed visually compelling material that authentically conveys the texture and feel of medieval armor textiles and animal hide making it ideal for archviz and game engine projects demanding realism and historical accuracy.

Designed with physically based rendering workflows in mind this texture set includes high-resolution 8K maps that meticulously represent each material property. The BaseColor (Albedo) channel highlights subtle color differentiation between the woven fabric threads and the dyed leather patches capturing natural variations in hue and saturation. The Normal map enhances the fine grain of the textile fibers alongside the delicate surface bumps creases and scars found in the leather adding pronounced depth and dimensionality. Roughness maps precisely distinguish the matte fibrous qualities of the cloth from the smoother softly glossy finish of the leather while the Metallic map correctly defines these organic materials as non-metallic. Complementary Ambient Occlusion and Height maps contribute additional shadowing and relief emphasizing the complex surface interplay between textile and leather elements. This comprehensive substance designer–style texture set is fully compatible with Blender Unreal Engine and Unity ensuring consistent high-quality rendering across both real-time and offline visualization pipelines.

For optimal integration in your projects it is recommended to carefully adjust the UV scale to maintain the natural proportions of the fabric’s weave and leather grain preventing unnatural repetition when viewed at close range. Fine-tuning the roughness channel can also enhance the visual contrast between the soft porous cloth fibers and the polished leather surfaces improving material realism under varied lighting conditions. This texture asset offers a versatile and authentic solution for any archviz or game development project focused on medieval armor organic textiles and animal leather materials delivering masterful detail and depth that bring your scenes to life with unparalleled authenticity and visual richness.

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.