Archviz Copper Metal Metallic Roof Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Copper Metal Metallic Roof Substance Designer — Seamless PBR Texture

IDarchviz-copper-metal-metallic-roof-substance-designer-x2
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Copper Metal Metallic Roof Substance Designer texture is expertly crafted to replicate the intricate material characteristics of aged copper roofing tiles. The base substrate is a high-quality copper metal distinguished by its warm reddish-brown hues that naturally evolve over time through oxidation forming a subtle patina. This patina effect is meticulously captured showcasing the nuanced color variations caused by layered oxide deposits and environmental weathering. The texture composition reflects the fine grain orientation and slight porosity characteristic of traditional copper roofing tiles balancing polished metallic surfaces with oxidized weathered finishes. The binders and adhesives that would traditionally hold roofing tiles together are subtly represented through consistent micro-surface shading and detail enhancing the tactile authenticity and realistic appearance of the material in architectural visualizations.

All essential PBR channels are included to ensure seamless integration into physically based rendering workflows. The BaseColor/Albedo map emphasizes the rich copper tones and the delicate color shifts resulting from natural oxidation and surface aging. The Normal map adds detailed surface relief such as fine scratches tile edges and subtle grain direction which heighten the realism of each metal tile. Roughness controls surface glossiness achieving a refined balance between polished copper areas and the more matte weathered sections. The Metallic map remains consistently high across the texture underscoring the metallic nature of the roofing tiles while Ambient Occlusion introduces depth by simulating natural shadowing within crevices and tile overlaps. The Height/Displacement map supports accurate parallax or micro-displacement effects emphasizing the three-dimensional structure and uneven texture of aged copper roofing. Offered at up to 8K resolution this texture guarantees crisp highly detailed visuals suitable for both large-scale roof surfaces and close-up architectural renders.

Designed for versatility this seamless copper metal roof texture is fully compatible with major archviz workflows and rendering engines including Blender’s Cycles and Eevee Unreal Engine and Unity. When applying the material adjusting the UV scale is recommended to preserve natural tile proportions and ensure realistic pattern repetition. Additionally fine-tuning the roughness values to suit the lighting environment will help achieve an authentic balance between the polished and oxidized metal surfaces. This meticulously crafted texture is ideal for architectural visualization game development and other digital content creation projects that require high-quality realistic copper roof materials accurately reflecting the complex aging and weathering characteristics of metal tiles.

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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