AI-Generated Seamless PBR Texture — Flat 2D human eye texture for 3D model front view small violet iris with tiny bla… free download

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

Preview — AI-Generated Seamless PBR Texture — Flat 2D human eye texture for 3D model front view small violet iris with tiny bla…

IDai-generated-seamless-pbr-texture-flat-2d-human-eye-texture-for-3d-model-front-view-small-violet-iri-10178
Generated textures
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This AI-generated seamless PBR texture represents a highly detailed flat 2D human eye designed explicitly for front-view 3D models. The texture’s base substrate mimics organic ocular tissue featuring a large white sclera with subtle red veins radiating outward from the iris boundary conveying natural vascularity. The iris exhibits a small vibrant violet pigment with a tiny black pupil at its center surrounded by a defined black anatomical edge along the outer iris boundary. These colorants are carefully layered using advanced pigment simulation to achieve a neutral yet striking color balance. The material’s micro-roughness and surface finish are calibrated to replicate the slightly moist smooth corneal surface producing a physically plausible light response in PBR workflows. This includes precise variations in roughness and specularity that create realistic reflections and subtle scattering effects essential for convincing eye materials.

In terms of PBR channel composition the BaseColor (Albedo) channel captures the organic pigmentation of the iris and sclera enriched with delicate red veins that enhance realism without overpowering the texture. The Normal map injects fine anatomical details such as the pupil’s subtle depth iris fibers and scleral surface irregularities contributing to enhanced light interaction and perceived volume. The Roughness channel is optimized to reflect the eye’s natural glossiness with minimal roughness on the cornea and slightly elevated roughness on the sclera to simulate natural moisture and texture differences. Metallic values remain at zero consistent with organic tissue while Ambient Occlusion adds soft shadowing around the iris and veins for depth. Height or Displacement maps provide subtle relief to the iris fibers and pupil edges enhancing parallax effects in real-time and offline rendering engines.

Optimized for resolutions from 1K up to 8K this tileable texture ensures exceptional clarity and detail at any scale making it ideal for use in high-fidelity environments props and architectural visualization projects. It is fully compatible and ready for seamless integration with major 3D software and game engines such as Blender Unreal Engine and Unity. The texture’s non-repeating pattern maintains visual authenticity over large surfaces without visible tiling artifacts. For practical application it is recommended to carefully adjust the UV scale to match the eye model’s proportions and fine-tune roughness values in your rendering engine to achieve the desired wetness and reflectivity thereby enhancing realism in both real-time and offline pipelines.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.