Archviz Floor Metal Sci Scifi Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Floor Metal Sci Scifi Substance Designer — Seamless PBR Texture

IDarchviz-floor-metal-sci-scifi-substance-designer
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Floor Metal Sci Scifi Substance Designer seamless PBR texture is expertly crafted to replicate a futuristic metallic floor surface common in sci-fi environments. The base material is a high-grade metal alloy characterized by a subtly brushed and slightly oxidized finish that conveys both durability and advanced technology aesthetics. Fine grain orientation and minimal porosity create a consistent smooth surface while subtle weathering effects add realistic variation without compromising the clean polished look typical of sci-fi settings. The color palette features cool muted metallic tones enhanced by engineered oxide layers and carefully balanced pigments ensuring a uniform yet dynamic base color response that adapts well under varied lighting conditions.

Designed for physically based rendering workflows this material set includes all the essential PBR maps to accurately reproduce its complex composition. The BaseColor (Albedo) map captures the metal’s intrinsic color and subtle oxide patina while the Normal map emphasizes the fine grain texture and brushed metal details. The Roughness channel controls the surface glossiness balancing polished and matte areas to simulate light reflection and wear realistically. The Metallic map distinctly defines the conductive metal portions enhancing realism in reflections and environmental lighting. Ambient Occlusion adds depth by shading crevices and recesses and the Height/Displacement map provides subtle surface relief for enhanced parallax or tessellation effects. This comprehensive map set supports up to 8K resolution ensuring sharp detail even in close-up renders.

Optimized for use in Blender Unreal Engine and Unity this texture seamlessly tiles across large surfaces without visible repetition making it ideal for expansive floor areas in architectural visualization game environments and sci-fi scenes. When applying the texture it is recommended to carefully adjust UV scaling to maintain the natural scale of the metal grain and brushed pattern. Additionally fine-tuning the roughness values can help achieve a balance between reflective highlights and diffuse metal appearance enhancing realism depending on your lighting setup. Always verify color space and gamma settings to match your project’s workflow ensuring faithful color reproduction and material response across real-time and offline renderers.

This material is distributed under which means it is free to use without attribution although acknowledgment is appreciated. Curated for quality and consistency this Archviz Floor Metal Sci Scifi Substance Designer texture is a reliable choice for professionals seeking a high-fidelity versatile metal floor surface that integrates smoothly into modern PBR pipelines and visualization projects.

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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