Archviz Ceramic Moroccan Shell Substance Designer Tiles — Seamless PBR Texture free download

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

Preview — Archviz Ceramic Moroccan Shell Substance Designer Tiles — Seamless PBR Texture

IDarchviz-ceramic-moroccan-shell-substance-designer-tiles
Ceramic-tile
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Archviz Ceramic Moroccan Shell Substance Designer Tiles texture is a meticulously crafted material inspired by authentic Moroccan ceramic tile artistry featuring a distinctive shell motif that adds cultural depth and refined elegance to architectural visualization projects. The base substrate simulates a high-quality ceramic composed of fine-grained minerals with subtle porosity reflecting the natural composition and handcrafted quality of traditional Moroccan tiles. Mineral-based binders and adhesives are implied in the texture’s structure ensuring a durable cohesive surface that withstands environmental wear. The finish replicates a smooth semi-polished glaze with a gentle sheen capturing the nuanced interaction of light on glazed ceramics. Pigments typical of Moroccan tile palettes—muted earth tones complemented by soft blues—are embedded within the color layer delivering a consistent and vivid coloration that enhances the intricate shell pattern across the tile surface.

This seamless PBR texture set is designed with physically based rendering workflows in mind supporting up to 8K resolution to preserve exceptional detail even in large-scale architectural or game visualization scenes. The BaseColor (Albedo) map accurately reflects the ceramic’s characteristic pigments and subtle tonal variations while the Normal map conveys the fine relief and embossing of the shell motif adding realistic surface depth without increasing polygon counts. The Roughness channel balances semi-glossy glaze reflections with matte areas that simulate natural wear and surface imperfections contributing to a lifelike finish. Consistent with ceramic’s non-metallic nature the Metallic map remains minimal. Ambient Occlusion enhances the perception of depth around tile edges and shell contours while the Height/Displacement map offers refined relief detail for parallax or tessellation shaders providing additional dimensionality in both real-time and offline renderers.

Optimized for versatile use across Blender Unreal Engine and Unity this texture enables seamless integration into architectural visualization game environments and interactive walkthroughs. For optimal results adjusting the UV scale is recommended to maintain natural tile proportions and prevent visible repetition artifacts. Additionally fine-tuning the roughness values allows users to simulate various glazing finishes—from freshly polished high gloss to softly weathered matte surfaces—offering flexible customization tailored to specific lighting conditions and material contexts. The texture is prepared with standard color space and gamma settings ensuring accurate color reproduction and straightforward adaptation within diverse project pipelines.

Combining traditional Moroccan tile inspiration with modern substance design techniques this Archviz Ceramic Moroccan Shell texture provides a reliable and visually compelling solution for enhancing wall surfaces in architectural and game visualization projects. Its emphasis on authentic material composition subtle surface porosity and a carefully balanced glaze finish makes it an ideal choice for creators seeking to evoke cultural artistry through high-fidelity physically based rendering 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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