Archviz Furniture Substance Designer Weave Wicker Wood — Seamless PBR Texture free download

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

Preview — Archviz Furniture Substance Designer Weave Wicker Wood — Seamless PBR Texture

IDarchviz-furniture-substance-designer-weave-wicker-wood
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture showcases an expertly crafted weave of wicker furniture meticulously designed by a substance designer for advanced archviz and furniture visualization projects. The base material simulates natural wood fibers intertwined with flexible rattan and cane strands tightly bound together using organic adhesives to create a durable yet lightweight composite. The intricate weave pattern captures the subtle porosity and slight weathering commonly found in outdoor wicker furniture reflecting years of gentle exposure to the elements. The finely detailed grain orientation and natural fiber variations contribute to a highly realistic surface while the matte finish emphasizes a soft tactile quality that highlights warm earthy tones typical of untreated or lightly stained wood pigments. This natural color response ensures consistency across different lighting environments making it an ideal choice for rendering lifelike furniture and architectural assets.

The texture set is fully optimized for physically based rendering workflows providing comprehensive PBR channels that enhance realism and depth. The BaseColor (Albedo) map conveys authentic wood hues and the complex weave patterns of intertwined fibers while the Normal map adds intricate surface relief accentuating the three-dimensional structure of the wicker strands and subtle surface irregularities. The Roughness map delivers a semi-matte finish with nuanced variation replicating the natural wear and fibrous texture found on woven wood surfaces. The Metallic channel remains at zero accurately representing the organic non-metallic nature of the material. Ambient Occlusion enhances shadowing within crevices between the woven strands improving depth perception and visual richness. Additionally Height and Displacement maps provide realistic depth and parallax effects emphasizing the tactile complexity of the weave. Render-ready at up to 8K resolution this texture is compatible with major platforms such as Blender Unreal Engine and Unity ensuring versatility for both real-time and offline rendering applications.

For best results it is recommended to carefully adjust the UV scale to maintain the natural proportions of the wicker weave preventing distortion that could disrupt immersion. Fine-tuning the Roughness map allows for the simulation of different levels of surface wear or finishing styles depending on the specific furniture design or environmental conditions you aim to replicate. This texture is designed to provide seamless tiling and consistent color fidelity making it an excellent asset for large-scale furniture elements within architectural visualization game environments and high-detail product renders where the intricate interplay of wood weave and natural fibers is critical to visual authenticity.

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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