Archviz Art Deco Metal Metallic Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Art Deco Metal Metallic Substance Designer — Seamless PBR Texture

IDarchviz-art-deco-metal-metallic-substance-designer
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Art Deco Metal Metallic Substance Designer seamless PBR texture is meticulously crafted to represent a refined metal tile surface inspired by classic Art Deco design principles. The base substrate is a dense non-porous metallic composition engineered to mimic high-quality metal characterized by a polished yet subtly brushed finish. This surface treatment enhances reflective properties and reveals a well-controlled grain orientation typical of precision-produced metal tiles. The texture incorporates delicate oxide layers and colorants that gently vary the base metallic hue introducing natural depth and subtle tonal shifts without disrupting the uniformity essential to Art Deco aesthetics. The overall effect captures the elegance and sophistication of vintage metalwork making it ideal for architectural visualization projects that demand both authenticity and visual clarity. The material’s composition is carefully expressed through a full set of PBR maps tailored for physically based rendering workflows. The BaseColor (Albedo) map showcases nuanced metallic tones and slight patina effects from the oxide layers while the Normal map highlights the fine details of brushed grain and tile edges adding realistic surface intricacies. Roughness maps control the balance between polished shine and matte wear simulating natural variations in surface reflectivity caused by subtle abrasion or oxidation. The Metallic map confirms the conductive properties of the metal substrate ensuring accurate light interaction consistent with real-world metals. Ambient Occlusion enhances depth perception by simulating soft shadowing in crevices and tile separations while Height/Displacement maps provide gentle relief that accentuates surface undulations and tile edges. All texture maps are provided at up to 8K resolution allowing for crisp high-detail rendering suitable for large-scale tiling without visible repetition. This texture set is fully compatible with leading rendering engines such as Blender Unreal Engine and Unity supporting both real-time and offline workflows. For optimal integration it is recommended to carefully adjust the UV tile scale to maintain the natural proportions of the metal tiles preventing distortion and preserving realism. Additionally fine-tuning the roughness values can help replicate varying degrees of wear or polish adapting the surface finish to your specific lighting environment and artistic vision. Verifying the color space and gamma settings ensures consistent and accurate visual output across different rendering platforms. This Archviz Art Deco Metal Metallic Substance Designer texture offers a versatile high-quality solution for projects that require a seamless realistic metal surface with subtle color variation and a classic Art Deco flair.

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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