Archviz Ceramic Floor Stylized Substance Designer Terracotta — Seamless PBR Texture free download

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

Preview — Archviz Ceramic Floor Stylized Substance Designer Terracotta — Seamless PBR Texture

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

This stylized terracotta ceramic floor texture is meticulously crafted using Substance Designer to replicate the rich mineral-rich composition of classic terracotta tiles making it an exceptional choice for architectural visualization (archviz) and game development. The base substrate emulates authentic ceramic clay naturally infused with iron oxide pigments that produce the warm earthy reddish-brown hues characteristic of traditional terracotta surfaces. This material features a fine grain orientation and subtle porosity reflecting the handcrafted nature of terracotta tiles. The surface finish is gently polished with a low gloss balancing smoothness and tactile roughness to capture the natural imperfections and micro-variations inherent in ceramic flooring while avoiding excessive wear or cracking to maintain a stylized yet realistic aesthetic.

Designed as a physically based rendering (PBR) texture set this material includes all essential channels for accurate and versatile use in both real-time and offline renderers. The BaseColor (Albedo) map presents a consistent saturated color palette that highlights the natural pigment variations and firing effects found in terracotta ceramics. The Normal map adds subtle depth by simulating delicate surface undulations and tile edges enhancing tactile realism. Roughness values are carefully calibrated to reflect the polished yet matte finish of terracotta preventing harsh specular reflections while maintaining natural light diffusion. The Metallic channel remains at zero consistent with ceramic’s non-metallic nature. Ambient Occlusion emphasizes crevices and grout lines for improved spatial definition while the Height/Displacement map provides gentle relief to accentuate tile edges and surface texture ideal for parallax or displacement mapping techniques.

Rendered at resolutions up to 8K this seamless PBR texture ensures flawless tiling across extensive surfaces without visible repetition or seams making it well-suited for high-quality archviz projects and game engines like Blender Unreal Engine and Unity. The material supports consistent color space workflows and gamma correction to integrate smoothly into diverse rendering pipelines. For optimal results it is recommended to adjust the UV scale to preserve natural tile proportions and fine-tune roughness values to match specific lighting environments or desired surface reflectivity. This texture offers a reliable naturalistic ceramic floor solution that enhances architectural scenes with warmth detail and stylized 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

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.