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

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

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

IDarchviz-cloth-clothes-fabric-substance-designer-textile-x4
Fabric
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Cloth Clothes Fabric Substance Designer Textile is a carefully engineered seamless PBR texture created for physically based rendering workflows in architectural visualization digital clothing design and game projects. The fabric’s base substrate is composed of tightly woven fine organic fibers that form a durable yet soft textile surface reflecting the natural complexity of high-quality cloth materials. These fibers are bound with subtle natural adhesives and colored using uniform pigment dyes resulting in consistent even coloration that maintains integrity across large-scale tiling without visible seams. The textile exhibits a moderate porosity typical of woven cloth with slight surface irregularities and directional fiber orientation that enhance light scattering and shadowing producing realistic diffuse and specular reflections on its matte lightly textured finish.

In terms of PBR channel composition the BaseColor (Albedo) captures the delicate distribution of pigment within the dyed fibers faithfully reproducing natural color tones that perform well under various lighting conditions including daylight and artificial sources. The Normal map highlights the intricate weave pattern and fiber grain orientation adding subtle depth and tactile realism to the surface. Roughness values are carefully calibrated to emulate the fabric’s slightly absorbent nature preventing overly glossy reflections while maintaining a natural sheen that complements architectural and digital clothing scenes. The Metallic channel remains flat accurately representing the non-metallic organic nature of the fabric’s fibers. Ambient Occlusion maps add soft shadowing within folds and creases enhancing visual depth while Height or Displacement maps provide gentle relief to emphasize fiber thickness and texture particularly effective when combined with parallax or tessellation techniques in real-time engines.

Rendered at resolutions up to 8K this textile texture is fully optimized for use in popular 3D software such as Blender Unreal Engine and Unity ensuring versatility across diverse archviz projects game environments and high-fidelity visualization workflows. It supports seamless tiling to cover extensive surfaces like upholstery drapery or clothing without loss of detail or color consistency. For optimal results adjusting the UV scale to correspond with real-world fabric dimensions is recommended along with fine-tuning roughness settings to adapt to different lighting scenarios—lower roughness values enhance polished indoor scenes while higher values suit outdoor or diffuse lighting conditions. Incorporating the height map with subtle parallax effects further elevates the tactile realism of the fabric in both offline and real-time renders.

This professional-grade substance designer textile combines meticulous material accuracy with practical usability delivering a reliable high-quality fabric resource that integrates smoothly into physically based rendering pipelines. It is essential to confirm color space and gamma settings to ensure seamless compatibility with your specific project environment. Whether used for architectural visualization game design or digital textile applications this archviz cloth fabric texture elevates the visual fidelity of any cloth or clothing element reinforcing both realism and artistic intent within your creative workflow.

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.