Sponza PBR

Base color, Roughness and Metallic textures for Sponza

A few weeks ago I decided to start using PBR in my engine. I used the same equations as in my PBR viewer, so the implementation was not relly comlicated. The part that took me most of the time was creating the Base Color, Normal, Roughness and Metallic textures for each materials in Sponza, so I thought it might worth sharing it if it can save someone some time. I used the textures provided as base, and created the missing ones with Substance Designer. So that’s why I should use “PBR” with quotes, the textures are far from being calibrated or scanned, it was mainly made to look ok and being able to test a quick PBR environnement. And I’m not an artist, so It may be better to consider this as “programmer art”.

 SponzaPBR
Sponza in my engine with the new textures

All the textures are 1024×1024. For those who would like to use this as base to create more accurate textures I also uploaded the substance file with all the graphs I used to create those textures. And if you want to convert the textures to a specular workflow it would be really easy to do as well.

Substance PBR Sponza

If you want to use the mtl file, I stored the metallic textures in the “map_Ka” channel, and the roughness in “map_Ns”.

I don’t put any restriction on the use of those new textures, but the original  textures were made by Frank Meinl and modified by Morgan McGuire, and you will find the proper copyright file included.

Download the “PBR” Textures (98Mo).

Download the Substance file + original textures (103Mo).

Sponza PBR

7 thoughts on “Base color, Roughness and Metallic textures for Sponza

  1. Thank you so much for this!

    I had one question. The map_d entries in the .mtl file point to textures that don’t exist as part of the package (sponza_thorn_mask.tga; vase_plant_mask.tga; chain_texture_mask.tga). Just wanted to bring this to your attention.

  2. The original textures by Frank Meinl contain less tangent-space normal maps (12), so I assume that you created the additional 13 tangent-space normal maps (i.e. curtains, fabric, etc.) yourself? Somehow, the colors of the additional ones are way too dark compared to the colors of the original ones? I guess they are not normalized?

    1. Yes, I created the other one, based on the original bump/diffuse textures. You can see how if you have Substance Designer. And yes, they are not normalized.

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