Archviz Floor Flooring Ground Metal Metallic Sci — Seamless PBR Texture free download

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

Preview — Archviz Floor Flooring Ground Metal Metallic Sci — Seamless PBR Texture

IDarchviz-floor-flooring-ground-metal-metallic-sci
Flooring
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Floor Flooring Ground Metal Metallic Sci — Seamless PBR Texture is expertly engineered to fulfill the demanding requirements of physically based rendering workflows delivering highly realistic and consistent results across a wide variety of architectural visualization and sci-fi projects. The material’s core simulates a resilient metal substrate characterized by a finely tuned composition of metal alloys where microscopic aggregates and grain orientation contribute to a distinctive and tactile surface. The metal base is enhanced by subtle brushed textures combined with carefully controlled oxidized layers producing a nuanced surface finish that balances reflective highlights and light absorption. Integrated oxide layers and delicate pigmentation provide a stable yet dynamic base color that naturally adapts to changing lighting conditions adding depth and authenticity to the flooring or ground surface within futuristic or sci-fi environments.

The texture set includes a comprehensive range of PBR channels optimized for up to 8K resolution ensuring exceptional detail and clarity even on large-scale surfaces. The BaseColor (Albedo) map captures true-to-life color fidelity and subtle variations in the metal’s oxide tint while the Normal map records intricate surface features such as directional grain patterns and fine metallic imperfections. Roughness maps precisely regulate the micro-surface reflectivity creating a realistic interplay between glossy and matte areas that enhance the metallic sheen. The Metallic channel defines the metal’s conductive properties reinforcing the sci-fi metallic aesthetic. Ambient Occlusion maps add depth and shadowing in crevices and overlaps improving material definition while Height and Displacement maps enable enhanced surface relief for parallax or tessellation techniques in real-time engines like Blender Unreal Engine and Unity.

Designed for seamless tiling with consistent color and lighting response this substance texture is an ideal choice for designers and visual artists working on diverse archviz and sci-fi scenes. To maximize visual continuity across extensive floor or ground areas careful adjustment of UV scale settings is recommended. Additionally fine-tuning roughness parameters based on specific lighting environments can help optimize the metallic sheen without sacrificing surface detail ensuring the sci-fi metallic character remains vivid and believable. This meticulous attention to the material’s composition and rendering compatibility guarantees integration into any project providing superior visual depth realism and a futuristic metallic aesthetic that enhances the immersive quality of your architectural or sci-fi visualizations.

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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