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

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

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

IDarchviz-mesh-metal-sci-scifi-substance-designer-x2
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Mesh Metal Sci Scifi Substance Designer seamless PBR texture is meticulously crafted to deliver a highly realistic metal surface ideal for architectural visualization sci-fi environments and game engines. The base substrate features a fine metallic mesh structure combining interwoven metal fibers with a subtle grain orientation that enhances depth and complexity. This metallic base is treated with a brushed finish exhibiting a slightly oxidized surface texture that adds natural wear and subtle color shifts through thin oxide layers and metal pigments. The surface porosity is minimal but evident in micro-scratches and surface irregularities contributing to a believable tactile quality. Adhesive or binder materials are minimal allowing the metallic grain and mesh pattern to dominate the visual character without compromising physical accuracy or seamless tiling consistency.

The material’s composition is faithfully represented across all PBR workflow channels. The BaseColor (Albedo) map captures the nuanced color response of metal with subtle variations in hue and saturation from oxidation and pigment deposits. The Normal map defines the intricate mesh pattern and brushed grain orientation giving precise surface detail that catches lighting realistically. Roughness values are carefully balanced to reflect the semi-polished slightly worn metal finish providing convincing specular highlights without excessive gloss. Metallic channel values confirm the purely metallic nature of the texture ensuring correct light interaction in real-time and offline renderers. Ambient Occlusion enhances shadowing within mesh recesses adding depth while Height/Displacement maps bring realistic surface relief useful for parallax effects in game engines or detailed bump enhancement in visualization software.

Prepared at an ultra-high 8K resolution this texture is optimized for seamless large-scale tiling ensuring consistency and minimal repetition artifacts across expansive surfaces. It is fully compatible with Blender Unreal Engine Unity and other popular rendering platforms supporting physically based rendering workflows with standard map sets. When integrating this texture into your project it is important to verify color space and gamma settings to match your pipeline preserving the intended color fidelity and dynamic range. For practical use adjusting the UV scale to match the architectural elements or sci-fi models is recommended along with fine-tuning roughness values to simulate varying levels of metal wear or polish depending on context. This detailed curated material balances aesthetic quality with technical precision making it a versatile choice for designers and artists working in archviz game development or any sci-fi themed visualization.

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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