Archviz Burlap Cloth Clothes Fabric Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Burlap Cloth Clothes Fabric Substance Designer — Seamless PBR Texture

IDarchviz-burlap-cloth-clothes-fabric-substance-designer
Fabric
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Burlap Cloth Clothes Fabric Substance Designer texture is a meticulously crafted seamless PBR material created specifically for physically based rendering workflows across a wide range of platforms including Blender Unreal Engine and Unity. The fabric’s base substrate consists of an organic textile composed of tightly woven natural fibers typical of traditional burlap. Its coarse grain orientation and distinct interlacing of fibers form a porous rustic surface that reflects the authentic tactile and visual characteristics of burlap cloth. The natural fiber composition results in a slightly rough matte finish with subtle irregularities that emphasize the textile’s handcrafted quality. The warm beige color is derived from natural dyes and pigments accurately captured in the BaseColor/Albedo map to ensure consistent true-to-life coloration under diverse lighting scenarios.

The PBR channels are carefully prepared to represent the material’s physical properties with high fidelity. The Normal map highlights the complex weave pattern and fiber texture adding realistic surface depth and emphasizing the micro-structure of the cloth. Roughness values are calibrated to reflect the fabric’s matte non-reflective surface with the Metallic map set to zero to avoid any unwanted sheen. The Ambient Occlusion channel enhances the perception of fiber overlaps and intersections within the weave deepening the visual complexity. Additionally the Height/Displacement map subtly conveys the surface’s three-dimensional relief enabling effective parallax or displacement effects in both real-time and offline rendering engines. This texture set is available in up to 8K resolution guaranteeing crisp detail and seamless tiling that supports large-scale visualization projects without visible repetition or distortion.

Ideal for architectural visualization game environments and other digital scenes requiring authentic natural textile surfaces this fabric texture offers versatile integration within various rendering workflows. When applying the material it is recommended to adjust the UV scale carefully to maintain a realistic balance between the visible weave size and the overall model dimensions preventing the texture from appearing either too coarse or overly detailed. Fine-tuning the roughness parameter can also simulate different fabric conditions ranging from clean new burlap to more weathered or worn finishes allowing for subtle variations depending on the project’s visual requirements. The texture’s consistent color response and compatibility across common PBR pipelines make it a dependable choice for realistic cloth and fabric representation in any archviz or game engine environment.

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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