Explore the shiny terracotta tile texture seamless high resolution up to 8k, a finely detailed ceramic-tile texture designed to replicate the authentic material properties of traditional terracotta surfaces. This texture is based on a dense clay mineral substrate, naturally combined with organic binders and fine mineral aggregates that contribute to the tile’s structural strength and durability. The surface finish is polished to a subtle gloss, highlighting characteristic warm reddish-brown hues enriched by iron oxide pigments deeply embedded within the ceramic matrix. Porosity and natural weathering effects are subtly expressed through delicate micro-roughness variations and gentle surface wear, providing a realistic tactile impression without disrupting the seamless tile repeat. These material qualities are faithfully captured across all PBR channels: the BaseColor/Albedo map reveals the rich terracotta coloration and pigment distribution, the Normal map details fine surface undulations and texture, Roughness is calibrated to reflect the polished yet slightly varied surface glossiness, Metallic remains near zero to maintain the ceramic tile’s non-metallic nature, Ambient Occlusion enhances depth perception around edges and crevices, and the Height map adds soft displacement for enhanced realism at close range.
This tileable shiny terracotta tile texture seamless high resolution up to 8k ensures exceptional clarity and detail on expansive surfaces without visible seams or repetitive patterns, making it ideal for architectural visualization, environment art, and realistic 3D scene creation. Rendered at an ultra-high resolution up to 8k, it integrates seamlessly with popular real-time rendering engines such as Blender, Unreal Engine, and Unity, guaranteeing efficient workflows and smooth iteration cycles. Its seamless design allows for versatile UV scaling, enabling artists to adjust tile sizes flexibly without distortion or noticeable breaks in the texture pattern. For optimal results, it is recommended to fine-tune roughness levels to control reflectivity under different lighting conditions and to use a subtle ambient occlusion pass combined with moderate normal map intensity to enhance surface breakup while preserving the polished glossy appearance. The inclusion of a detailed 3D preview further aids in visualizing the ceramic-tile texture’s realistic finish and material response in various lighting environments.
This AI-generated shiny terracotta tile texture seamless high resolution up to 8k offers a realistic ceramic-tile texture with detailed PBR appearance, ensuring seamless integration and high fidelity for advanced material rendering.
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.
