Animal Archviz Blood Human Organic Substance Designer — Seamless PBR Texture free download

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

Preview — Animal Archviz Blood Human Organic Substance Designer — Seamless PBR Texture

IDanimal-archviz-blood-human-organic-substance-designer
Fabric
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture represents a highly detailed organic surface inspired by the intricate veins found in both animal and human blood systems specifically crafted for archviz and visualization workflows. The material simulates a complex biological substrate where rich deep reds blend with translucent layered organic tissues creating a lifelike appearance that highlights subtle vein structures beneath the surface. Its composition mimics natural organic substances featuring fine fibrous networks and capillary-like formations embedded within a semi-translucent matrix. The surface finish is matte with slight variations in roughness accurately reflecting the natural moisture and textured feel of blood-soaked organic tissue without any metallic elements. Pigmentation arises from layered colorants that resemble blood plasma and hemoglobin-rich vessels enhancing the realistic depth and nuanced color response across the BaseColor and Albedo channels.*

The texture set includes all essential PBR maps—Normal Roughness Ambient Occlusion Height/Displacement and BaseColor—each meticulously designed to support physically based rendering pipelines in modern visualization environments. The Normal map captures fine vein patterns and subtle surface undulations while the Roughness map controls the natural matte finish with gentle gloss variations typical of biological tissues. Ambient Occlusion adds depth perception around vein intersections and the Height map simulates realistic parallax effects emphasizing the layered organic structure visible in high-resolution close-ups. Supplied in resolutions up to 8K this texture ensures crisp detail even on large-scale tiling surfaces making it especially suitable for use in Blender Unreal Engine and Unity projects. Color space and gamma are configured for seamless integration with most rendering setups enabling consistent and accurate visual results in both real-time and offline renderers.*

For optimal application it is recommended to carefully adjust the UV scale to prevent noticeable repetition when covering expansive areas preserving the natural irregularity of organic blood flow and vein patterns intrinsic to the material. Additionally fine-tuning the roughness channel can help balance the appearance between wetness and matte tissue surfaces enhancing realism under varying lighting conditions. This carefully prepared and curated substance designer material offers a versatile high-quality asset for artists and designers working with animal and human organic substances in archviz game engines and advanced visualization workflows delivering both visual complexity and biological authenticity.*

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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