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-x6
Fabric
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Cloth Clothes Fabric Substance Designer Textile is a seamlessly crafted physically based rendering (PBR) texture specifically designed for architectural visualization digital environments and game projects that demand authentic fabric surfaces. The material’s base substrate consists of natural wool an organic textile made from protein-based fibers tightly interwoven using traditional spinning techniques. This method produces a fabric with consistent grain orientation offering a durable yet soft texture that balances strength and comfort. The wool’s moderate porosity allows light to diffuse subtly across the surface creating a refined matte finish that enhances realism by minimizing gloss and revealing the slight irregularities inherent in high-quality wool textiles. The fabric’s color is achieved through natural pigments and dyes resulting in a rich uniform tone that maintains stability and vibrancy under various lighting conditions further emphasizing the textile’s organic and tactile character.

On a technical level this designer textile includes an extensive set of PBR channels that capture the wool fabric’s intricate details with resolutions up to 8K ensuring exceptional clarity even in close-up renders and large-scale tiling. The BaseColor (Albedo) map faithfully reproduces the subtle color variations and pigment absorption properties of wool while the Normal map accentuates the fine weave pattern and delicate fiber structures lending depth and tactile authenticity to the surface. The Roughness map is carefully calibrated to simulate the fabric’s softly diffused reflections steering clear of any unrealistic shininess typical of synthetic materials. The Metallic channel is set to zero reflecting wool’s purely organic non-metallic nature. Ambient Occlusion maps add depth by simulating shadowing within the weave and Height/Displacement maps provide precise surface relief for advanced effects such as parallax occlusion or mesh displacement compatible with both real-time and offline rendering workflows.

Optimized for seamless integration across popular platforms like Blender Unreal Engine and Unity this wool fabric texture supports flexible scaling without visible repetition or distortion making it ideal for extensive architectural and game environments. For best results it is recommended to adjust the UV scale carefully to maintain the natural fiber density and avoid stretching. Additionally slightly increasing roughness values in scenes with intense direct lighting helps preserve the fabric’s soft matte finish and avoids unwanted specular highlights. This meticulously crafted substance designer textile combines authentic material composition with technical precision offering a versatile and high-quality solution for realistic cloth and fabric visualization in any digital project.

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.