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

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

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

IDarchviz-cloth-clothes-fabric-nylon-substance-designer-x2
Fabric
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Cloth Clothes Fabric Nylon Substance Designer texture is meticulously crafted to provide a high-quality seamless PBR material tailored for physically based rendering workflows in architectural visualization game engines and both real-time and offline renderers. The fabric’s base substrate consists predominantly of tightly woven nylon fibers—a synthetic polymer celebrated for its exceptional durability smooth finish and resilience against wear and environmental factors. These fine fibers are interlaced with a balanced grain orientation resulting in a subtle yet consistent weave pattern that creates natural surface porosity. This intricate fiber arrangement allows for realistic light interaction producing nuanced shadowing and depth that greatly enhance the visual fidelity of cloth and textile simulations in 3D environments. The fabric’s structural integrity is reinforced with carefully integrated binders and adhesives which maintain flexibility and softness while ensuring the nylon fibers remain securely bonded under various deformation and stress conditions typical in clothing and upholstery applications. The surface finish exhibits a gentle satin sheen that reflects the smooth modern aesthetic characteristic of premium synthetic fabrics with synthetic dyes applied uniformly to achieve stable true-to-life coloration represented accurately in the BaseColor/Albedo channel.*

Within the comprehensive PBR texture set all maps are provided at an impressive 8K resolution ensuring crisp detail even when rendered in large-scale architectural scenes or close-up fabric views. The Normal map expertly captures the fine weave and fiber relief adding tangible surface depth without increasing polygon complexity. Roughness values are precisely calibrated to reflect the semi-matte finish typical of nylon fabric balancing subtle light diffusion with delicate specular highlights that convey a tactile smooth surface. The Metallic map remains neutral consistent with the non-metallic nature of textile fibers while the Ambient Occlusion map emphasizes micro shadows within the weave’s interstices enhancing realism in fabric folds and creases. Height and Displacement maps accurately depict raised fiber patterns and gentle surface undulations making this texture ideal for advanced parallax and tessellation effects in popular engines such as Unreal and Unity. The entire set is optimized for seamless integration and color space accuracy in Blender and other PBR-compliant renderers ensuring consistent gamma response and lighting fidelity across platforms.*

For optimal results it is recommended to carefully adjust the UV scale to correspond with the garment or furniture model’s proportions as nylon’s detailed weave pattern becomes apparent when tiled too small or overstretched. Additionally fine-tuning the Roughness map allows for customization of fabric reflectivity whether aiming for a casual matte look or a more polished synthetic finish typical of technical clothing. This Archviz cloth fabric nylon texture expertly created using Substance Designer offers designers and artists a versatile reliable and physically accurate nylon textile material that excels in both architectural visualization and game development delivering outstanding realism and detail in every render.

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.