This seamless weathered terracotta tile texture, presented in a high resolution up to 8k, captures the authentic materiality and aged character essential for realistic ceramic-tile surfaces. The base substrate mimics fired clay rich in natural minerals, exhibiting subtle porosity from weathering effects that create a tactile, slightly rough surface finish. Oxide layers and mineral pigments contribute warm, earthy terracotta hues that have naturally faded and mottled over time. These pigments and the granular composition are reflected in the BaseColor/Albedo channel, delivering color depth and variation without appearing uniform or artificial. The Normal map emphasizes the worn surface relief, including minor chips and erosion, while the Roughness channel defines the interplay between matte and semi-glossy areas, simulating the tile’s tactile feel and weathered patina. Metallic values remain low or neutral, preserving the ceramic non-metallic nature, and the Ambient Occlusion channel enhances subtle shadowing in crevices, adding dimensionality to large UV islands without repetitive artifacts. Height or Displacement maps capture fine surface undulations, reinforcing the aged terracotta’s depth and texture realism.
Designed specifically for modern 3D pipelines, this AI-generated texture streamlines ceramic-tile workflows by maintaining excellent clarity and visual cohesion at ultra-high resolutions, perfect for real-time scenes, cinematic renders, and level dressing. Its tileable nature ensures seamless repetition on expansive surfaces, making it ideal for architectural visualizations and material studies within Blender, Unity, and Unreal Engine environments. The texture is calibrated to avoid common pitfalls of auto-generated assets, such as pattern repetition or loss of detail when scaled, enabling artists to iterate rapidly without compromising quality. For optimal results, it is recommended to pair this texture with a subtle ambient occlusion overlay and a gentle normal pass to enrich surface breakup while keeping the overall appearance natural and restrained. Adjusting UV scale to balance tile size with scene context and fine-tuning roughness values can further enhance the authenticity of weathered terracotta materials in any visualization project.
The seamless weathered terracotta tile texture, available in high resolution up to 8k, offers a tileable and AI-enhanced ceramic-tile texture with a realistic PBR appearance that can be viewed in a detailed 3D preview.
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.
