Archviz Cloth Fabric Metal Metallic Sci Scifi — Seamless PBR Texture free download

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

Preview — Archviz Cloth Fabric Metal Metallic Sci Scifi — Seamless PBR Texture

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

This Archviz Cloth Fabric Metal Metallic Sci Scifi seamless PBR texture is expertly designed to embody a futuristic textile material that merges high-tech fabric with metallic elements. The base substrate presents as a sophisticated hybrid polymer-metal composite where ultra-fine metallic threads are intricately woven into a synthetic cloth matrix. This carefully engineered blend produces a surface characterized by subtle micro-roughness combined with a gently brushed metallic finish resulting in a distinctive luster and nuanced reflectivity. The textile fibers exhibit a slight anisotropic pattern aligned in a consistent grain orientation that enhances realism and ensures seamless repetition across large tiled surfaces. The weave is dense and compact showing minimal porosity and virtually no signs of weathering or wear. Muted color tones such as silvers gunmetal grays and soft oxide blue highlights contribute to the overall sci-fi aesthetic influencing both the BaseColor and Metallic channels for a balanced interplay of fabric and metal visuals.

In physically based rendering workflows this texture set includes all the essential maps optimized for realistic material response and high-detail visualization supplied at resolutions up to 8K. The BaseColor map captures the complex color interplay between metallic threads and synthetic fabric fibers while the Normal map encodes delicate surface relief details—such as the fine weave of threads and subtle metal embossing—without exaggerated height displacement. The Roughness map expertly modulates the surface glossiness balancing the polished sheen of the metallic elements with the softer matte texture of the cloth. The Metallic channel distinctly identifies the metal components embedded within the textile enabling accurate light reflection and refraction in real-time engines like Unreal Engine and Unity as well as offline renderers such as Blender Cycles. Ambient Occlusion maps provide soft shadowing in thread intersections enhancing depth perception and the Height map adds gentle surface undulations for realistic parallax effects during close-up views.

This advanced textile material is ideal for architectural visualization projects where a sci-fi or industrial look is desired especially for surfaces like walls upholstery or decorative panels that require a seamless combination of cloth and metal elements. For optimal results it is recommended to carefully adjust the UV scale to preserve the intricate detail of the fine fibers and metallic threads preventing pixelation or blurring. Additionally fine-tuning the Roughness map will help achieve the perfect balance between metallic reflectivity and the tactile softness of the fabric ensuring natural highlights and realistic reflections. Its seamless design guarantees consistent color and surface response across extensive tiled areas making this texture highly versatile for both game engines and high-quality render workflows in architectural visualization and sci-fi design applications.

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.