AI-Generated Seamless PBR Texture — Flat 2D human eye texture for 3D model front view small violet pupil black anato… 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 pupil black anato…

IDai-generated-seamless-pbr-texture-flat-2d-human-eye-texture-for-3d-model-front-view-small-violet-pup-10179
Generated textures
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This AI-generated seamless PBR texture represents a flat 2D human eye designed specifically for 3D models captured from a precise front view. The texture showcases a small violet pupil surrounded by a detailed iris with a black anatomical edge along the outer boundary creating a natural transition that mimics organic tissue layers. The large sclera area displays a slight yellow tint with thin spreading red veins originating very close to the iris edge adding subtle realism and anatomical accuracy. The surface finish is smooth yet exhibits correct micro-roughness behavior ensuring physically plausible light interaction across real-time and offline rendering pipelines. The texture is crafted with clean consistent detail and a neutral color balance enhancing versatility for use in environments props and architectural visualization (archviz). It is optimized for high-resolution workflows ranging from 1K up to 8K texture maps ensuring crisp detail retention even at close camera views.

From a materials perspective this texture simulates the complex organic composition of the human eye where the base substrate can be interpreted as a soft translucent polymer-like organic matrix. The iris and pupil areas correspond to pigment layers with violet dyes and black pigments that define the anatomical edge and pupil shape. The sclera’s slight yellow tint suggests underlying blood vessels and connective tissues with thin red veins acting as fine fibrous aggregates spreading outward. The PBR channels effectively represent these characteristics: the BaseColor (Albedo) channel captures the vivid violet and subtle yellow hues while the Normal map defines the micro-structures of the iris and vein relief. Roughness maps maintain a balanced glossiness reflecting the eye’s natural moist surface without excessive shine. The Metallic channel remains minimal or null consistent with organic non-metallic materials while Ambient Occlusion enhances the depth near the iris edge and veins. Height or Displacement maps subtly emphasize surface variations helping achieve realism in parallax or tessellation workflows.

This tileable texture is fully compatible and ready to use in leading 3D engines and software such as Unreal Engine Unity and Blender. It includes practical guidelines for lighting setup scale calibration and usage optimized for both real-time and offline rendering scenarios making it ideal for detailed character models digital doubles or close-up shots in archviz projects. For best results apply a UV scale that preserves the fine detail of the veins and iris patterns and consider adjusting roughness parameters slightly to match the moisture level of the eye in your specific scene. This ensures the final render maintains a non-repeating natural look while benefiting from the advanced PBR workflow.

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.