Stylized Archviz Crate Handpainted Substance Designer Wood — Seamless PBR Texture free download

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

Preview — Stylized Archviz Crate Handpainted Substance Designer Wood — Seamless PBR Texture

IDstylized-archviz-crate-handpainted-substance-designer-wood
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This stylized Archviz crate handpainted Substance Designer wood texture is expertly crafted to replicate the authentic material qualities of natural wood while elevating the artistic appeal for physically based rendering workflows. The base substrate simulates organic wood fibers with a clearly visible grain orientation and subtle porosity conveying the tactile complexity and natural imperfections found in aged timber. Embedded within the texture are organic binders that mimic the effect of weathered handpainted surfaces typical of crates exposed to prolonged use and environmental wear. These carefully layered pigments and dyes create a richly detailed consistent color response that remains vibrant and true under diverse lighting conditions enhancing the overall realism and aesthetic value. The surface finish strikes a balanced blend of matte and lightly brushed textures featuring gentle wear slight chipping and delicate surface irregularities that add character and depth making it ideal for architectural visualization and game environments alike.

The texture set’s PBR channels are designed to accurately convey the material’s physical and visual properties. The BaseColor (Albedo) map showcases warm stylized wood tones enriched with handpainted detail emphasizing grain patterns and subtle paint variations. The Normal map accentuates fine wood fibers minor surface undulations and precise grain orientation adding depth and tactile realism to the surface. Roughness values are finely tuned to simulate a semi-rough finish reflecting the lightly weathered paint without appearing overly glossy or flat. The Metallic channel remains at zero preserving the organic non-metallic nature of wood to ensure correct light interaction and natural reflectance. Ambient Occlusion maps deepen the perception of crevices grain breaks and paint wear while Height and Displacement maps introduce subtle relief perfect for enhancing parallax effects in real-time engines or achieving detailed displacement in offline rendering pipelines.

Rendered at up to 8K resolution this seamless PBR wood texture is optimized for large-scale tiling without visible seams or color inconsistencies making it highly suitable for high-fidelity archviz projects as well as game engines such as Unreal Engine and Unity alongside Blender workflows. For optimal results slightly increasing the UV scale can help emphasize the intricate wood grain and handpainted details while fine-tuning roughness parameters allows control over the perceived surface wear and finish depending on scene lighting. This versatility ensures that the stylized handpainted wood crate texture integrates seamlessly across diverse projects delivering an artistically enhanced yet physically accurate wood material solution tailored for professional rendering workflows.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.