Old Ceramic Wall Tiles Texture free download

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

Preview — Old Ceramic Wall Tiles Texture

IDold-ceramic-wall-tiles-texture
Ceramic-tile
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless old ceramic wall tiles texture captures the authentic character and material complexity of aged ceramic surfaces commonly found in vintage architectural interiors. These tiles are primarily composed of mineral-based ceramic substrates formed from natural clay compositions that have been fired at high temperatures creating a durable yet porous base. Over time subtle weathering effects such as fine cracks minor chips and worn edges develop adding an organic sense of history and realism. The surface finish features a slightly matte to semi-gloss glaze exhibiting signs of wear where oxide layers and natural pigments embedded within the ceramic body have faded unevenly. This results in a rich palette of muted earth tones and soft pastels that highlight the natural aging process. Adhesive residues and grout lines remain visible between tiles contributing to the overall texture depth while the grain orientation of ceramic crystals influences the surface reflectivity and roughness enhancing the tactile quality of the material.

In physically based rendering (PBR) workflows this texture excels by faithfully representing its complex material properties across multiple texture channels. The BaseColor (Albedo) map reveals the nuanced color variations and pigment dispersions typical of old ceramic tiles capturing the faded and weathered appearance in detail. The Normal map accurately portrays fine surface relief including cracks chips and grout indentations which improves light interaction and realism. The Roughness map balances between smoother glazed areas and rougher worn matte sections to produce believable specular reflections while the Metallic map remains close to zero consistent with ceramic’s inherently non-metallic nature. Ambient Occlusion enhances shadows in crevices and irregularities adding depth and contrast and the Height or Displacement map enables subtle parallax effects that emphasize the three-dimensional form of the tiles. Rendered at up to 8K resolution this texture is optimized for high-detail visualization in Blender Unreal Engine and Unity ensuring crisp photorealistic results in both architectural visualization and game design.

For practical application it is important to carefully adjust the UV scale to maintain the realism of the tile pattern and avoid repetition artifacts that can break immersion. Additionally fine-tuning the roughness parameter allows for simulating varying degrees of glaze wear ranging from well-maintained surfaces to heavily aged worn walls. This old ceramic wall tiles texture is ideal for recreating authentic vintage interiors enhancing the surfaces of building exteriors or adding atmospheric depth to CGI environments where a worn ceramic aesthetic is desired. By integrating this texture into your rendering or simulation projects you gain a richly detailed and historically resonant surface that conveys both architectural integrity and the passage of time.

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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