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

This Archviz Copper Metal Metallic Roof Substance Designer texture is meticulously engineered to replicate the intricate material qualities of aged copper roofing tiles with remarkable authenticity. The core substrate is pure metal specifically copper chosen for its distinctive natural oxidation behavior that produces layered oxide films over time. These oxide layers are responsible for the texture’s signature warm copper hues enriched by subtle greenish patinas and nuanced tonal variations that realistically reflect the weathering processes and environmental exposure typical of historic copper roofs. The surface finish combines a lightly brushed metal effect with slight irregularities and mild patina buildup capturing fine grain orientation and minimal surface porosity. This approach creates a tactile three-dimensional depth while maintaining seamless tile continuity perfect for expansive architectural surfaces without visible repetition or tiling artifacts.

The PBR texture set includes expertly crafted channels that bring out the material’s complexity and realism. The BaseColor (Albedo) channel presents a balanced copper tone enhanced by authentic oxidation and weathering colors including warm reds oranges and subtle green patinas. The Metallic map highlights the inherent reflectivity of the metal substrate ensuring a convincing metallic appearance. The Roughness channel is calibrated to portray a semi-polished naturally brushed copper surface that balances specular highlights and diffuse reflections achieving a lifelike metallic sheen. High-resolution Normal and Height maps capture detailed microstructures such as tile edge relief surface grain and subtle imperfections which enhance the perceived depth and dimensionality especially in close-up architectural visualizations. Ambient Occlusion maps deepen shadows within overlaps and crevices improving contrast and the overall sense of realism. All texture maps are supplied at resolutions up to 8K ensuring exceptional clarity and detail making them highly suitable for advanced architectural visualization workflows and real-time game engines like Unreal Engine and Unity as well as offline renderers such as Blender Cycles and Eevee.

When implementing this copper metal roof texture in your archviz projects adjusting the UV scale is recommended to optimize tile repetition and prevent visible seams across large roof surfaces. Additionally fine-tuning the Roughness parameter allows precise control over the copper roof’s reflective finish enabling seamless adaptation to various lighting environments from bright sunlight to diffused overcast conditions. This Substance Designer texture offers an expertly crafted physically accurate and seamless solution designed to authentically replicate the complex characteristics of aged copper roofing materials. It provides a versatile highly detailed metallic roof surface that enhances realism and depth in architectural rendering game engine environments and other high-fidelity visualization 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

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