Archviz Copper Metalic Roof Shingles Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Copper Metalic Roof Shingles Substance Designer — Seamless PBR Texture

IDarchviz-copper-metalic-roof-shingles-substance-designer
Ceramic-tile
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Copper Metalic Roof Shingles Substance Designer texture is meticulously developed to provide a highly realistic and seamless surface perfectly suited for physically based rendering workflows in architectural visualization. The material authentically replicates copper roof shingles which are primarily composed of a metallic copper substrate exhibiting a naturally weathered patina. This patina results from prolonged oxidation and environmental exposure producing an intricate interplay of orange-brown base hues enriched by subtle oxide layers and mineral deposits. These elements contribute to nuanced color variations and mild surface imperfections such as fine grain orientation micro-abrasions and slight porosity all characteristic of aged copper tiles. The surface finish balances a smooth yet gently brushed texture that implies a protective binder effect offering a refined reflectivity and diffuse response ideal for realistic renderings across multiple platforms.

The comprehensive PBR texture set includes all essential maps to capture these material qualities with precision supporting high-end workflows in Blender Unreal Engine Unity and other rendering engines. The BaseColor/Albedo channel portrays the rich copper tones with natural color shifts caused by oxidation and mineral layers while the Metallic map emphasizes the inherent conductive properties of the copper substrate. Detailed Normal and Height maps enhance the perception of depth by simulating the shingles’ embossed edges layered construction and subtle wear patterns without adding extra geometry. Carefully calibrated Roughness values reflect the interplay between the polished and weathered areas creating a balanced surface that is neither overly glossy nor completely matte. Ambient Occlusion maps highlight crevices and overlaps between tiles adding realistic shadowing that anchors the texture visually within any scene. All maps support seamless tiling up to 8K resolution ensuring crisp detail and scalability for expansive roof surfaces in demanding archviz projects.

To maximize realism it is advisable to adjust the UV scale thoughtfully maintaining the natural proportions of individual shingles to prevent noticeable repetition especially in close-up views. Fine-tuning the Roughness map can simulate various weathering stages—from freshly installed copper with higher reflectivity to more heavily oxidized diffused finishes—allowing greater material versatility. The Height and Parallax maps enable subtle depth illusions that accentuate the layered structure of the shingles enhancing the tactile and authentic feel of the surface. This seamless copper metalic roof shingles texture crafted in Substance Designer ensures consistent color space compatibility and gamma settings across different rendering environments. It is a reliable high-quality solution for visualizations requiring realistic metal roofing tiles with natural weathering effects and intricate surface detail.

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.