Gray Wall or Floor of Larger Darker and Smaller Lighter Tiles | Free PBR free download

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

Preview — Gray Wall or Floor of Larger Darker and Smaller Lighter Tiles | Free PBR

IDgray-wall-or-floor-of-larger-darker-and-smaller-lighter-tiles-free-pbr
Concrete
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Gray Wall or Floor texture showcases a sophisticated pattern composed of larger darker rectangular tiles interspersed with smaller lighter tiles, arranged with a subtle offset that adds visual interest and depth. The base material mimics concrete, characterized by a dense mineral matrix bound together with cementitious adhesives, which provide structural integrity and durability. Fine aggregates embedded within the substrate contribute slight surface variation and natural grain, while minimal porosity ensures moderate weather resistance. The finish is matte with a gently brushed effect, enhancing the tactile quality without excessive gloss. Pigments based on oxide layers create the distinctive gray palette, with darker tiles containing higher concentrations of iron oxides and lighter tiles exhibiting diluted pigment dispersion, resulting in a balanced, neutral-toned composition suitable for both wall cladding and floor applications.

In physically based rendering (PBR) workflows, this texture’s BaseColor (Albedo) channel accurately reflects the dual-tone gray pattern, capturing subtle tonal shifts between the larger and smaller tiles. The Normal map introduces realistic surface relief, emphasizing the offset tile edges and slight surface imperfections typical of concrete materials. Roughness values are calibrated to emulate the semi-porous, brushed concrete finish—moderate roughness reduces specular highlights without flattening the texture’s inherent details. The Metallic channel remains null, consistent with the non-metallic concrete substrate, while Ambient Occlusion enhances depth perception in crevices and tile joints. Height or Displacement maps provide fine elevation data, allowing for convincing parallax effects and realistic shadowing in game engines or 3D renderers.

Rendered at an ultra-high 8K resolution, this texture is optimized for use in detailed architectural visualizations and game environments. It integrates seamlessly with popular platforms such as Blender, Unreal Engine, and Unity, ensuring flexible deployment across diverse projects. For practical application, adjusting the UV scale can help maintain the pattern’s natural proportions on large surfaces, while fine-tuning roughness parameters allows users to simulate varying degrees of surface wear or environmental exposure. This versatility makes the texture an excellent choice for designers seeking a neutral yet structured concrete appearance for both interior walls and exterior pavements.

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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