Archviz Floor Flooring Ground Planks Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Floor Flooring Ground Planks Substance Designer — Seamless PBR Texture

IDarchviz-floor-flooring-ground-planks-substance-designer
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Floor Flooring Ground Planks Substance Designer seamless PBR texture is expertly designed to replicate the authentic characteristics of natural wood flooring perfect for architectural visualization and game environments. The base material simulates timber composed of long finely grained wood fibers arranged with careful orientation to reflect the organic structure of natural planks. The surface demonstrates a lightly sanded matte finish capturing the balanced porosity typical of moderately worn wooden floors. This subtle wear suggests age and use while preserving the structural integrity of the planks. Pigments and natural wood colorants create a warm brown palette enriched with delicate variations including subtle knots and aged tones lending a realistic complexity to the flooring. These material qualities are meticulously represented across multiple PBR channels ensuring the texture responds authentically to lighting in any physically based rendering workflow.

The BaseColor channel conveys the true color response of the wood showcasing nuanced pigment shifts and natural imperfections that bring the planks to life. The Normal map encodes fine surface details such as grain patterns plank edges and slight weathering effects adding realistic depth without harsh transitions. Roughness values are finely tuned to produce a semi-matte appearance balancing diffuse reflection with soft highlights typical of untreated or lightly finished wood. The Metallic channel remains neutral consistent with wood’s non-metallic nature while the Ambient Occlusion map enhances shadowing in crevices between planks increasing visual depth. The Height/Displacement map captures the physical relief of grain and plank separations enabling effective parallax or tessellation effects for real-time engines. Rendered at up to 8K resolution this texture guarantees exceptional clarity for both close-up renderings and large-scale tiling in Blender Unreal Engine and Unity workflows.

Optimized for seamless integration into diverse architectural visualization and game design projects this wood flooring texture supports physically based rendering workflows to ensure natural interaction with light and environment. For best results careful adjustment of UV scale is recommended to avoid repetitive patterns and maintain realism. Additionally fine-tuning the roughness parameter allows customization of surface reflectivity to match specific lighting conditions—raising roughness for a more matte finish or lowering it for subtly polished wood. The included preview base layer assists artists in quickly assessing the material’s appearance early in the design process streamlining look development in any rendering engine or game environment.

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.