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

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

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

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

This Archviz Cloth Clothes Fabric Sci Substance Designer seamless PBR texture features a meticulously engineered textile surface crafted specifically for physically based rendering workflows in architectural visualization game engines and both real-time and offline renderers. The base substrate accurately replicates a finely woven blend of synthetic polymers and natural cellulose fibers embodying a balanced organic-polymer composition typical of premium fabrics used in contemporary clothing and upholstery. Subtle binders and adhesives are integrated smoothly within the fiber matrix while the grain orientation and intricate weave pattern introduce gentle anisotropy that enhances realistic light scattering and tactile depth. The surface finish is matte with slight irregularities reminiscent of a lightly brushed textile which avoids unwanted gloss but preserves rich visual complexity and nuanced surface detail making it highly adaptable across diverse digital textile and sci-fi environments. Embedded colorants consist of stable high-quality pigments dispersed within the fibers ensuring consistent vibrant coloration without fading or weathering effects over time.

Within the PBR channel breakdown the BaseColor/Albedo map captures the fabric’s subtle dye variations and complex color response delivering a natural and uniform appearance optimized for seamless tiling across large surfaces. The Normal map encodes the fine microstructure of the weave and fiber relief enhancing depth perception and tactile realism under varying lighting scenarios. Roughness is thoughtfully calibrated to reflect the soft non-metallic surface typical of cloth materials preventing unwanted shine while maintaining slight specular highlights that suggest a realistic textile finish. The Metallic channel remains flat to align with the organic nature of the fabric while Ambient Occlusion adds gentle shading in fiber intersections and folds increasing spatial definition and enhancing realism. Height/Displacement maps subtly emphasize the three-dimensional weave pattern supporting convincing parallax effects and surface undulations when paired with proper UV scaling.

Rendered at up to 8K resolution this seamless fabric texture is fully optimized for consistent color fidelity and high-detail rendering ensuring versatility across powerful platforms such as Blender Unreal Engine and Unity. For best results it is recommended to carefully adjust the UV scale to highlight the fine fabric grain and weave pattern as well as to fine-tune roughness values according to specific lighting conditions in your project. This texture excels in creating authentic cloth clothes and textile surfaces within architectural visualization sci-fi assets and general fabric design contexts empowering artists to achieve immersive realism and precision in their material representations.

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.