Hand Painted Stylized Archviz Ceiling Handpainted Roof — Seamless PBR Texture free download

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

Preview — Hand Painted Stylized Archviz Ceiling Handpainted Roof — Seamless PBR Texture

IDhand-painted-stylized-archviz-ceiling-handpainted-roof
Roofing
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This hand painted stylized archviz ceiling texture presents a meticulously crafted representation of a handpainted roof composed of overlapping wooden shingles and tiles created using a substance designer approach to achieve a naturally artistic finish. The base material simulates aged wood planks with a carefully oriented grain pattern and subtle weathering effects conveying an authentic organic composition that balances realism with stylized charm. Fine brush strokes and layered pigments are visible across the surface blending mineral and organic binders to form a porous matte finish with delicate color variations that evoke the tactile nuances of traditional handpainted woodwork. This seamless texture is engineered to maintain consistent repetition-free tiling making it ideal for large architectural visualization scenes game environments and real-time rendering pipelines.

The texture set is fully optimized for physically based rendering workflows including all essential PBR maps to accurately convey material properties. The BaseColor (Albedo) map highlights vibrant handpainted wood tones and subtle shading variations that emphasize the stylized shingles and tiles. Normal maps introduce fine surface relief accentuating the raised edges and unevenness of the wooden roof components. Roughness maps define a soft non-reflective matte surface typical of painted wood while the Metallic channel remains minimal to preserve the organic character. Ambient Occlusion enhances shadowing in crevices between tiles adding depth and dimensionality and Height/Displacement maps provide intricate relief for enhanced realism in both offline and real-time renderers. Calibrated for consistent color fidelity and gamma response this handpainted roof texture supports resolutions up to 8K and integrates seamlessly with Blender Unreal Engine and Unity projects.

For optimal visual results it is recommended to adjust the UV scale carefully to match the architectural proportions of your scene avoiding overly large or small tile repetitions that could diminish realism. Additionally tweaking the roughness values can simulate a range of weathering stages from freshly painted surfaces to sun-bleached and aged wooden shingles allowing for versatile application across different environmental contexts. This hand painted stylized archviz ceiling texture combines artistic craftsmanship with physically accurate material representation making it a valuable asset for designers seeking authentic yet stylized wooden roofing elements in advanced architectural and interactive visualizations.

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.