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

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

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

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

This Archviz Floor Metal Sci Scifi Spaceship Substance texture is expertly crafted as a seamless physically based rendering (PBR) material designed for high-fidelity visualization and game engines. The base substrate is a sleek industrial metal surface characteristic of futuristic sci-fi spaceship interiors combining a robust alloy with subtle oxide layers that contribute to the metal’s characteristic color and reflective properties. The surface finish is predominantly polished with hints of brushed and slightly weathered areas simulating realistic wear and tear from use in a high-tech environment. Fine grain orientation and minor surface imperfections are captured through carefully designed normal and height maps enhancing the material’s three-dimensional depth without compromising its seamless tiling capability. Pigments and oxide layers define the subtle color shifts in the BaseColor map while the metallic and roughness channels control reflectivity and surface gloss to produce a consistent believable metal response under varying lighting conditions.

The substance designer workflow behind this material ensures compatibility with common PBR pipelines featuring a comprehensive set of texture maps at up to 8K resolution for exceptional detail. The BaseColor (Albedo) map delivers the core color information with precise color calibration free of lighting or shadow data while the Normal map encodes micro-surface details such as fine scratches and brushed streaks. The Roughness map balances the polished and worn areas allowing users to fine-tune reflectance for more realistic metal surfaces. The Metallic map defines the pure metal regions versus non-metal components crucial for accurate light interaction in physically based renderers. Ambient Occlusion enhances the perception of depth around crevices and edges and the Height/Displacement map adds true geometric variation when used with parallax or tessellation techniques further enhancing realism in both real-time engines like Unreal Engine and Unity as well as offline renderers such as Blender Cycles.

This texture is optimized for large-scale tiling making it ideal for expansive sci-fi spaceship floor surfaces in architectural visualization projects. Users should verify color space and gamma settings to ensure perfect integration with their project’s setup as this guarantees consistent color response across different platforms. For best results adjusting the UV scale to match the intended floor dimensions helps maintain the material’s detail without visible repetition. Additionally subtle roughness tuning can simulate varying degrees of surface wear adapting the metal finish from pristine to battle-worn depending on the narrative context. Attribution is appreciated but not required and the material has been curated with a focus on quality and versatility to meet the demands of modern archviz game development and visualization workflows.

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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