This coarse mosaic tile texture seamless high resolution up to 8ktexture captures the intricate composition and material qualities typical of ceramic-tile surfaces used in architectural and design applications. The base substrate resembles fine-grained ceramic, formed from mineral clays fused at high temperatures, providing a durable, slightly porous foundation. Embedded within this matrix are coarse aggregates that mimic naturally occurring mineral inclusions, lending authentic irregularity and subtle grain orientation to the pattern. The surface finish is matte with a slight roughness, reflecting unpolished ceramic tiles often chosen for their tactile, handcrafted appeal. Colorants are integrated through ceramic oxides and mineral pigments, creating a warm, earthy palette that shows nuanced variation across the tile faces. These physical and compositional elements translate directly into the PBR workflow, where the BaseColor channel conveys the nuanced pigment layers, Normal maps emphasize the subtle surface irregularities and edge bevels of individual mosaic pieces, and Roughness maps define the soft, diffuse reflection characteristic of unglazed ceramic. Ambient Occlusion enhances depth perception by simulating occluded crevices between tiles, while Height/Displacement maps provide realistic surface relief for enhanced parallax effects in 3D environments. Metallic channel remains minimal, consistent with ceramic’s non-metallic nature.
Engineered as a tileable coarse mosaic tile texture seamless high resolution up to 8k, this AI texture is optimized for seamless integration into modern 3D pipelines, supporting workflows across Blender, Unity, and Unreal Engine with minimal setup. The exceptionally high resolution of up to 8k ensures that even expansive UV islands maintain detailed clarity and cohesion, making it ideal for real-time scenes, cinematic renders, and detailed level dressing. The texture is carefully AI-generated to avoid repetitive artifacts and unnatural tiling patterns that can degrade realism, ensuring stable and consistent visual quality. For enhanced material realism, it is recommended to combine this texture with a subtle ambient occlusion pass and a light normal map overlay, which help break up uniformity without introducing excessive sharpness or noise. When applying, consider adjusting the UV scale to balance tile size against scene scale, and tweak roughness values to simulate environmental wear or slight surface glazing depending on the desired look.
This tileable coarse mosaic tile texture seamless high resolution up to 8ktexture is a versatile and reliable asset for artists and designers working with ceramic-tile textures in 3D preview environments. Its detailed material composition and high fidelity PBR channels facilitate rapid iteration and realistic surface representation, supporting both personal and commercial projects. Whether used for architectural visualization, game environments, or material studies, this texture enhances the visual authenticity of ceramic surfaces with its well-tuned balance of clarity, stability, and seamless tiling performance.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
