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-x7
Fabric
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Cloth Clothes Fabric Substance Designer Textile is a meticulously crafted seamless PBR texture designed to replicate a high-quality woven fabric substrate perfect for physically based rendering workflows in architectural visualization and game engines. The material composition combines fine organic fibers intertwined with subtle synthetic polymer binders creating a balanced blend of natural softness and enhanced durability. This textile features a soft tactile surface finish with a natural fiber grain orientation and slight porosity which together contribute to realistic light scattering and intricate surface detail. Carefully selected colorants including stable pigments and dyes ensure consistent natural base hues that maintain their integrity across various rendering engines without relying on baked lighting or shadows. Minimal weathering preserves a clean and uniform appearance making this fabric ideal for use in interiors upholstery curtains clothing and even vinyl surfaces within archviz scenes.

The texture set includes all essential PBR maps optimized at an impressive 8K resolution to deliver exceptional detail and sharpness even in close-up views. The BaseColor (Albedo) map captures subtle dye variations and the intricate woven pattern of the fabric while the Normal map emphasizes fine fiber relief and textile structure to enhance tactile realism and depth. The Roughness map is precisely calibrated to represent a soft matte finish characteristic of cloth avoiding unwanted glossiness and the Metallic map remains neutral reflecting the non-metallic nature of the textile. Ambient Occlusion subtly enhances folds and crevices to add visual depth and the Height/Displacement map simulates realistic surface undulations making this texture compatible with parallax occlusion and displacement effects in supported renderers.

Engineered for seamless integration with Blender Unreal Engine and Unity this textile texture is optimized for large-scale tiling without visible seams or color shifts. For optimal results it is recommended to carefully adjust UV scaling to preserve the fabric’s intricate detail and prevent repetition artifacts. Additionally tuning the roughness map to match lighting conditions—using lower values for soft indoor lighting and slightly higher values in outdoor or diffuse environments—can greatly enhance realism. Leveraging the height map for parallax occlusion further accentuates fabric depth and tactile feel especially in close-up shots or interactive visualizations. This makes the material a versatile high-quality choice for designers and artists working with cloth fabric vinyl and textile surfaces in archviz projects delivering realistic and detailed results across various rendering workflows.

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

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