The detailed mosaic tile texture seamless high resolution up to 8k is crafted from a ceramic-tile base substrate, capturing the intrinsic qualities of fired clay mixed with mineral binders to form a durable, non-porous surface. This texture reflects the intricate arrangement of small, colored tile pieces bonded by fine cementitious adhesives, providing a rich interplay of grain orientation and subtle surface variations. The mosaic’s surface finish is smooth with a slight matte sheen, resembling hand-laid ceramic tiles with natural oxide pigment layers that lend authentic color depth and variation. Weathering effects are minimal, showcasing a clean, well-maintained appearance that enhances clarity and cohesion across large UV islands, ideal for modern material pipelines and photorealistic applications.
In physically based rendering (PBR) workflows, this seamless detailed mosaic tile texture high resolution up to 8k excels through its well-tuned channels. The BaseColor map reveals the nuanced colorants—oxides and mineral pigments—giving the tiles their vibrant yet natural hues. The Normal map emphasizes the subtle elevation changes between tiles and grout lines, adding dimensionality without harsh edges. Roughness is balanced to simulate a slightly textured ceramic surface, neither fully polished nor overly rough, providing realistic light scattering under various lighting setups. Metallic values remain low, appropriate for non-metallic ceramic materials, while Ambient Occlusion enhances perceived depth in crevices and grout areas. The Height or Displacement channel is finely detailed to support parallax effects, enriching the tactile feel of the mosaic when viewed up close.
This tileable detailed mosaic tile texture seamless high resolution up to 8k is optimized for swift integration into real-time scenes and cinematic renders, fully compatible out-of-the-box with Blender, Unity, and Unreal Engine. Its high resolution ensures crisp detail on large-scale models or environments without loss of fidelity, making it ideal for level dressing, architectural visualizations, and material studies. For best results, adjusting the roughness and normal intensity to match your specific lighting rig will maintain material authenticity and prevent artificial glossiness or flatness. Additionally, scaling the UVs appropriately can preserve the natural tile proportions, avoiding distortion while keeping the seamless tiling effect intact.
The ai texture features a seamless detailed mosaic tile texture seamless high resolution up to 8ktexture with ceramic-tile textures that provide a realistic PBR appearance and a 3D preview for precise material composition analysis.
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.
