Archviz Art Deco Ceramic Substance Designer Tiles — Seamless PBR Texture free download

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

Preview — Archviz Art Deco Ceramic Substance Designer Tiles — Seamless PBR Texture

IDarchviz-art-deco-ceramic-substance-designer-tiles
Ceramic-tile
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Art Deco Ceramic Substance Designer Tiles texture is meticulously crafted to authentically replicate the composition and appearance of vintage ceramic tiles commonly found in classic Art Deco interiors. The base substrate emulates a fine-grained ceramic clay enriched with subtle mineral inclusions which introduce natural variations across the surface and enhance its tactile quality. The tile material suggests a carefully balanced blend of ceramic powder combined with organic binders resulting in a smooth yet subtly textured finish that reflects the polished glaze typical of vintage ceramics. The colorants used are derived from historically accurate oxide pigments creating a consistent and elegant palette of muted tones that are characteristic of the Art Deco era. Porosity and slight weathering effects are delicately integrated through micro-detailing capturing the natural wear and aging of authentic ceramic tiles without compromising the seamless repeatability essential for large-scale architectural visualization.

In its PBR workflow this seamless texture set includes all critical maps optimized for use in archviz real-time engines and offline renderers. The BaseColor map conveys the rich nuanced coloration of the ceramic material while the Normal map adds fine surface detail with subtle grain and undulations to simulate glaze thickness and tile imperfections. The Roughness channel is carefully calibrated to balance between glossy and matte areas reflecting the polished yet slightly worn surfaces typical of vintage tiles. The Metallic map remains minimal consistent with the non-metallic nature of ceramic materials. Additional Ambient Occlusion and Height/Displacement maps enhance depth and realism by emphasizing crevices and gentle relief patterns. With a high resolution of up to 8K this texture delivers exceptional clarity and detail during close-up renders making it perfectly suited for use in Blender Unreal Engine and Unity.

For optimal integration into your projects it is recommended to adjust the UV scale thoughtfully to preserve the authentic size and repetition of the ceramic tiles within your scene. Fine-tuning the Roughness map allows you to simulate varying degrees of surface wear or glossiness depending on whether a pristine or aged look is desired. Leveraging the Height/Displacement map can add convincing parallax effects significantly enhancing the tactile and visual depth of the tile surface under close inspection. This high-quality vintage-inspired Substance Designer tile texture is designed with versatility and authenticity in mind making it an excellent resource for architectural visualization game environments and any creative workflow requiring realistic ceramic surfaces with detailed natural composition and finish.

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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