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

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

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

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

This Archviz Cloth Clothes Fabric Sequin Substance Designer seamless PBR texture presents a meticulously designed textile material ideal for physically based rendering workflows in architectural visualization projects. The base substrate is a woven polymer blend combining synthetic fibers with fine organic elements achieving a balance of durability and a natural soft hand feel. Embedded throughout the fabric are metallic sequin embellishments bonded securely by synthetic adhesives that integrate each sequin firmly into the weave. This results in a sophisticated interplay between the matte subtly porous fabric surface and the glossy reflective sequin highlights. The fiber orientation is carefully modeled to reveal a layered complexity with slight irregularities and natural weave patterns that enhance the visual authenticity of the textile. Pigments and dyes are evenly distributed within the fibers delivering consistent realistic coloration that responds accurately under diverse lighting typical in archviz environments.

All critical material properties are captured through detailed PBR maps to ensure lifelike rendering across platforms such as Blender Unreal Engine and Unity. The BaseColor/Albedo map showcases the rich fabric hues and sparkling sequin details without baked lighting preserving true color fidelity. The Normal map encodes the intricate woven fiber texture along with the three-dimensional contours of the sequins enhancing surface depth and dynamic light interaction. Roughness values are finely tuned to highlight the contrast between the diffuse softly textured fabric areas and the smooth glossy sequin surfaces. The Metallic map isolates the conductive properties of the sequins imparting realistic metallic sheen while Ambient Occlusion adds depth by emphasizing shadows within the weave and around sequin edges. Height and displacement maps capture subtle elevation changes across the textile and sequins emphasizing the tactile layering with up to 8K resolution for crisp detail even on large surfaces.

Optimized for seamless integration into advanced physically based rendering pipelines this fabric sequin texture is perfectly suited for archviz workflows where realistic cloth and textile materials with decorative sequin elements are essential. For best results adjusting the UV scale is recommended to balance sequin size relative to the fabric weave reducing visible repetition and promoting natural variation. Additionally fine-tuning the roughness channel can boost the visual depth by accentuating the difference between the matte fabric and glossy sequins. Ensuring correct gamma and color space settings will maintain consistent color and material response across diverse rendering engines. This high-resolution seamless PBR texture provides versatile application potential for architectural visualization game environments and design projects requiring authentic textile surfaces enriched with detailed sequin accents.

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.