Glass Archviz Building Metal Misc Substance Designer — Seamless PBR Texture free download

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

Preview — Glass Archviz Building Metal Misc Substance Designer — Seamless PBR Texture

IDglass-archviz-building-metal-misc-substance-designer
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture represents a meticulously crafted glass and metal surface designed specifically for architectural visualization (archviz) projects involving building exteriors and window elements. Its base substrate combines highly reflective glass panels with intricately detailed metal fixtures reflecting the typical composition found in modern architectural facades. The glass sections exhibit a polished smooth finish with subtle tinting and minimal porosity while the metal components reveal a brushed texture with fine grain orientation and slight oxidation contributing to realistic weathering effects. These material characteristics are captured with precision to ensure an authentic representation of the interplay between transparent glass and durable metal enhanced by subtle variations in colorants such as oxide layers and pigments that enrich the visual depth and realism of the surface.

The texture set includes essential PBR channels tailored for physically based rendering workflows. The BaseColor/Albedo map delivers accurate color representation balancing the translucent quality of glass with the muted metallic hues of the supporting framework. The Normal map encodes fine surface details such as the brushed metal grain and the slight imperfections on the glass surface adding dimensionality without altering the silhouette. Roughness and Metallic maps define the reflective properties: the glass areas exhibit low roughness and high reflectivity whereas the metal portions show moderate roughness with metallic response consistent with oxidized steel or aluminum. Ambient Occlusion enhances shadowing in crevices between window frames and metal joints improving depth in both real-time and offline renderers. The Height map supports subtle displacement effects to simulate the layering and seams between glass panes and metal trims when used with parallax or tessellation shaders.

Rendered at up to 8K resolution this texture is optimized for seamless tiling on large-scale surfaces ensuring consistent color response and detail retention across extensive architectural models. It is fully compatible and ready to integrate into popular software such as Blender Unreal Engine and Unity facilitating efficient look development and realistic visualization in game engines and high-end offline renderers alike. A practical tip for usage is to carefully adjust the UV scale to maintain the natural proportions of the glass panes and metal details and to fine-tune the roughness map to control the balance between sharp reflections on glass and the more diffuse reflections on metal enhancing the material’s believability under varied lighting conditions.

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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