Stone Tile — Cartago Smooth Stone Marble Flooring Cartago — PBR seamless 3D texture free download

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

Preview — Stone Tile — Cartago Smooth Stone Marble Flooring Cartago — PBR seamless 3D texture

IDgrey-cartago-01-rock-tiles-marble-flooring-cartago-smooth
Flooring
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Stone Tile — Cartago Smooth Stone Marble Flooring Cartago is a meticulously crafted seamless 3D texture designed for physically based rendering (PBR) workflows. Inspired by the natural composition of grey cartago 01 stone this texture replicates the refined mineral substrate typical of marble and granite tiles used in modern flooring applications. The base material features a dense low-porosity stone matrix combining fine-grained mineral aggregates with subtle veins and smooth surface finish characteristic of polished marble. The smoothness and moderate reflectivity of the stone are captured through carefully calibrated PBR channels providing a realistic representation of natural rock with balanced roughness and ambient occlusion that enhances depth and material authenticity under varied lighting conditions.

The texture pack includes high-resolution 4K maps with an optional 8K variant supporting detailed albedo (BaseColor) normal roughness ambient occlusion (AO) and height (displacement) channels. The albedo map reflects the natural pigment variations and oxide layers in the grey cartago 01 stone while the normal map accurately simulates the fine surface grain and micro-geometry of both smooth marble and granite tile finishes. Roughness values are optimized to convey the polished yet tactile feel of stone flooring ensuring consistent shading across real-time and offline renderers. Height maps provide subtle relief for realistic parallax effects enhancing the perception of depth without excessive geometry and the AO map adds soft shadows in crevices reinforcing the stone’s three-dimensional structure.

Optimized for seamless tiling this PBR material integrates effortlessly within modern digital content creation pipelines making it suitable for Blender Unreal Engine and Unity projects. The texture’s tileability ensures uniform coverage on large surfaces such as floors and walls without visible seams while the physically based design supports the metal/rough workflow standard in these engines. Calibrations embedded in the texture maps guarantee reliable results without manual tweaking balancing detail and performance even in demanding game engine environments. For best results it is recommended to adjust the UV scale to match the real-world tile dimensions and fine-tune roughness parameters to simulate the desired level of surface glossiness or wear over 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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