Archviz Floor Flooring Ground Substance Designer Terracotta — Seamless PBR Texture free download

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

Preview — Archviz Floor Flooring Ground Substance Designer Terracotta — Seamless PBR Texture

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

This Archviz Floor Flooring Ground Substance Designer Terracotta texture is expertly crafted to replicate the authentic materiality and visual richness of traditional terracotta tiles commonly used in architectural visualization and game environments. The base substrate is modeled after natural fired clay a ceramic material distinguished by its rich iron oxide pigments that impart the characteristic warm reddish-brown terracotta hue. This texture captures the inherent porosity and subtle surface imperfections typical of terracotta showcasing fine grain orientations and microscopic irregularities that arise from the firing process and natural weathering. The surface finish is matte with a delicate brushed texture reflecting the tactile quality of sealed but unpolished ceramic tiles thereby preserving a slightly rough natural feel without glossiness or metallic sheen.

All material properties are meticulously encoded across the PBR channels to ensure highly accurate physically based rendering results. The BaseColor (Albedo) map highlights the deep warm pigment variations and mineral inclusions that create subtle color shifts across the tile surfaces. The Normal map conveys the fine-grained structure and surface relief adding depth to the otherwise flat ground plane. Roughness values are calibrated to simulate the semi-matte finish of unglazed terracotta allowing nuanced light diffusion and soft reflections that enhance realism especially under wet or water-exposed conditions. The Metallic map remains near zero reflecting the non-metallic ceramic composition. Ambient Occlusion improves shading details in tile separations and surface crevices while Height and Displacement maps provide realistic surface relief to emphasize the natural unevenness and weathered texture of aged terracotta flooring.

Rendered in up to 8K resolution this substance designer terracotta texture is optimized for both real-time engines such as Unreal Engine and Unity as well as offline renderers like Blender Cycles ensuring crisp detail even in close-up views. It is ideal for large-scale tiling on floors and ground surfaces within architectural visualization projects or immersive game environments that demand a high level of material authenticity and subtle natural variation. To maximize visual fidelity and avoid repetitive patterns it is recommended to carefully adjust the UV scale balancing tile repetition with the organic variation in color and texture. Additionally fine-tuning the roughness channel can simulate different moisture levels making this material versatile for scenarios involving wet or dry ground surfaces enhancing the overall realism of architectural scenes and virtual environments.

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.