AI-Generated Seamless PBR Texture — Flat 2D human eye texture for 3D model frontal view small violet pupil distinct… free download

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

Preview — AI-Generated Seamless PBR Texture — Flat 2D human eye texture for 3D model frontal view small violet pupil distinct…

IDai-generated-seamless-pbr-texture-flat-2d-human-eye-texture-for-3d-model-frontal-view-small-violet-p-10180
Generated textures
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This AI-generated seamless PBR texture presents a meticulously crafted flat 2D human eye designed specifically for 3D models showcasing a frontal view with a small violet pupil encircled by a distinct black rim along the iris border. The texture’s base substrate mimics organic ocular tissue combining subtle anatomical details such as a large sclera with a delicate yellow tint that hints at natural vascularization. Fine vivid red veins emerge sharply at the iris edge and spread outward creating a realistic network of blood vessels that enhances the material’s authenticity. The surface finish is smooth and polished reflecting the moist glossy nature of a human eye while the colorants involve carefully balanced pigments in the violet iris and sclera to maintain a neutral yet striking color balance avoiding oversaturation and ensuring a physically plausible appearance in various lighting conditions.

In the PBR workflow this texture integrates harmoniously across multiple channels: the BaseColor/Albedo channel carries the nuanced violet iris and subtle scleral hues while the Normal map encodes fine anatomical details such as vein relief and iris depth. The Roughness map controls the micro-roughness behavior delivering a polished yet non-glossy effect that replicates the eye’s natural moisture without excessive shine. Metallic values remain near zero consistent with organic tissue while the Ambient Occlusion channel accentuates natural shadowing around the iris and veins for depth. The Height/Displacement map subtly enhances surface contours allowing for realistic parallax effects in real-time or offline rendering engines. This texture is optimized for resolutions up to 8K ensuring crisp detail even at close inspection and is fully tileable for seamless application in Unreal Engine Unity and Blender environments.

Its non-repeating pattern and clean consistent detail make this generated texture ideal for use in highly detailed environments character props or architectural visualization projects where realism and visual fidelity are paramount. For best results it is recommended to adjust UV scale carefully to maintain anatomical proportions and to fine-tune roughness values depending on the lighting setup—reducing roughness in strongly lit scenes can enhance the eye’s natural glossiness without losing detail. This AI texture ensures a physically plausible response across real-time and offline rendering pipelines making it a versatile asset for artists and developers seeking high-quality seamless human eye materials.

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.