Stylized Archviz Floor Ground Stone Substance Designer — Seamless PBR Texture free download

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

Preview — Stylized Archviz Floor Ground Stone Substance Designer — Seamless PBR Texture

IDstylized-archviz-floor-ground-stone-substance-designer
Rock
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This stylized archviz floor ground stone texture is expertly crafted using Substance Designer to provide a seamless and physically based rendering (PBR) material optimized for a wide range of visualization and game engine workflows. The base substrate mimics a natural stone composition consisting of finely grained mineral aggregates intricately bound by subtle organic cementation. This combination results in a surface that balances authenticity with a stylized aesthetic featuring a clean tactile finish that is neither overly polished nor heavily brushed. The texture demonstrates balanced porosity with minimal weathering effects preserving a consistent and uniform appearance that enhances large-scale tiling applications in architectural visualization projects.

The material’s colorants include carefully integrated earthy pigments and oxide layers which impart consistent warm tones and subtle variations across the surface adding depth and visual interest while maintaining a uniform color response ideal for stylized floor and ground tiles. In PBR workflows the BaseColor (Albedo) map captures these natural hues and subtle color shifts while the Normal map highlights the fine grain orientation and slight surface irregularities that give the stone its tactile character. The Roughness channel governs a moderate matte finish allowing realistic light diffusion without excessive gloss or shine and the Metallic channel remains at zero reflecting the non-metallic nature of the stone. Ambient Occlusion enhances the depth around crevices and between stylized tile boundaries and Height/Displacement maps convey gentle surface relief enabling enhanced detail in both offline renderers and real-time engines such as Blender Unreal Engine and Unity. The texture is provided at an impressive 8K resolution ensuring crisp detail and scalability for high-quality architectural visualization and game design.

Designed with practical application in mind this seamless texture is ideal for stylized floor and ground surfaces within archviz scenes and interactive environments. To optimize results adjusting the UV scale is recommended to control tile repetition and avoid noticeable patterning when applied extensively. Additionally fine-tuning the roughness parameter can help achieve the desired tactile feel and interaction with light adapting the material’s finish to various lighting conditions or stylistic preferences. This texture’s verified color space and gamma settings ensure smooth integration into physically based rendering workflows making it a versatile and reliable choice for professionals seeking consistent high-quality stylized stone surfaces for their 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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