AI-Generated Seamless PBR Texture — Realistic human eye texture map for 3D model front view small violet iris with sm… free download

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

Preview — AI-Generated Seamless PBR Texture — Realistic human eye texture map for 3D model front view small violet iris with sm…

IDai-generated-seamless-pbr-texture-realistic-human-eye-texture-map-for-3d-model-front-view-small-viol-10176
Generated textures
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This AI-generated seamless PBR texture represents a highly realistic human eye texture map designed specifically for 3D models viewed from the front. The material composition mimics organic ocular tissue with a base substrate resembling the soft fibrous structure of the sclera and iris. The large white sclera exhibits a subtle pink tint indicative of delicate blood vessel networks rendered as visible red veins that form a circular ring close around the violet iris’s edge—without touching the texture borders to ensure seamless tiling. The small violet iris contains intricate pigment layers and fine radial fibers while the pupil is compact and sharply defined. These organic colorants and vein structures contribute to the natural variation seen in the BaseColor/Albedo channel delivering a neutral color balance that avoids oversaturation and enhances realism.

The texture’s surface finish is flat and smooth emulating the natural moisture and slight glossiness of a real human eye. This is accurately captured through the Roughness channel which controls micro-roughness behavior to reflect light subtly but consistently. The Normal map encodes fine details such as the raised iris fibers and the delicate veins on the sclera adding depth without harsh bumps. There is no metallic component so the Metallic channel remains neutral keeping the organic non-reflective character intact. Ambient Occlusion enhances shadowing around vein intersections and the iris perimeter for added depth while the Height/Displacement map provides subtle relief that supports parallax effects when used in real-time engines or offline renderers.

Optimized for resolutions ranging from 1K up to 8K this tileable texture ensures crisp detail on close inspection making it suitable for high-end workflows in Blender Unreal Engine and Unity. The seamless design guarantees non-repeating patterns across UV maps ideal for archviz environment creation and prop detailing where realism and consistency are paramount. When integrating this texture it is recommended to adjust the UV scale carefully to maintain proportional size of the iris relative to the 3D model’s eye geometry. Additionally fine-tuning the roughness parameter can help balance specular highlights under different lighting conditions enhancing the natural wetness effect without overpowering the subtle organic details.

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.