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

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

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

IDarchviz-cloth-clothes-fabric-mesh-substance-designer-x3
Fabric
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz cloth clothes fabric mesh texture is meticulously crafted using Substance Designer to deliver a seamless physically based rendering (PBR) material specifically tailored for high-quality architectural visualization and real-time applications. The base substrate features an intricately woven organic polymer blend that authentically simulates the complex structure of natural textile fibers. These fibers exhibit subtle grain orientation variations which play a crucial role in capturing the delicate interplay of light and shadow across the fabric’s surface enhancing overall realism. Fine binder materials hold the fibers together creating a balanced porosity that affects light diffusion resulting in soft shadows and a natural sense of depth. The surface finish is gently brushed providing a tactile premium cloth feel while maintaining consistent color response that works harmoniously with diverse upholstery and clothing scenarios within architectural projects. Carefully chosen colorants including muted pigments and natural dyes offer a neutral palette that seamlessly integrates into various design environments without overpowering adjacent materials.

Each PBR channel is expertly designed to replicate the fabric’s physical properties with precision. The BaseColor (Albedo) map displays rich yet uniform pigment distribution with subtle tonal shifts that mimic real-world textile coloration ensuring the cloth appears authentic under varying lighting conditions. The Normal map encodes fine weave patterns and fiber elevations imparting tactile depth and enhancing visual complexity. The Roughness map skillfully balances the fabric’s matte finish with gentle highlights preventing unwanted glossiness while preserving a soft sheen typical of natural cloth. Reflecting the fabric’s inherently non-metallic nature the Metallic channel remains minimal while the Ambient Occlusion map deepens the appearance by accentuating fiber intersections and folds. The Height (Displacement) map captures delicate surface undulations and fabric thickness enabling enhanced parallax effects in compatible renderers resulting in a more immersive and realistic experience.

Rendered at an impressive 8K resolution this seamless PBR texture integrates smoothly into Blender Unreal Engine and Unity workflows supporting both offline and real-time rendering pipelines. The material is optimized for large-scale tiling without visible seams or color inconsistencies making it ideal for covering extensive cloth surfaces such as curtains upholstery or garments in interior and exterior visualizations. For optimal visual results it is recommended to carefully adjust the UV scale to match the fabric’s natural weave density and fine-tune roughness values to control light scattering effectively. This approach ensures the cloth maintains its soft authentic appearance across diverse lighting environments elevating architectural visualization game engine projects and other real-time applications with physically accurate fabric detail and surface response.

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.