Marble Floor — Floor Tiles Wall Dirty Uneven — PBR seamless 3D texture free download

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

Preview — Marble Floor — Floor Tiles Wall Dirty Uneven — PBR seamless 3D texture

IDfloor-tiles-02-marble-floor-square-tiles-smooth-surface-stone-wall
Marble
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents a meticulously crafted marble floor tile designed for modern digital content creation pipelines. Composed primarily of natural stone—marble blocks characterized by their crystalline calcium carbonate structure—these floor tiles exhibit a smooth surface with subtle variations that reflect natural veining and mineral inclusions. The material’s base substrate is mineral-based with its inherent porosity and occasional unevenness resulting from natural weathering and man-made wear especially visible in areas where dirt accumulates on the surface. The tile’s composition includes fine aggregates that contribute to its solid dense structure while the polished finish imparts a characteristic glossy sheen that enhances light reflection. Variations in color arise from natural pigments and oxide layers embedded within the stone lending depth and realism to the albedo channel.

In this PBR texture set the BaseColor/Albedo map captures the rich nuanced hues and subtle discolorations caused by dirt and aging providing a foundation of authentic marble coloration. The Normal map accurately defines the smooth yet slightly uneven surface topology highlighting the delicate fissures and grain orientation typical of marble stone. Roughness maps are calibrated to simulate the interplay between polished and worn areas balancing reflectivity and matte zones for a realistic surface finish. The Height map brings out minor surface undulations and imperfections adding depth through displacement or parallax effects while the Ambient Occlusion channel enhances shadowing in crevices and joints between square tiles. This fully tileable texture is physically based making it highly compatible with Blender Unreal Engine and Unity and is optimized for floor tiles 02 in both indoor and outdoor environments to deliver consistent shading in real-time and offline renderers.

Available in 4K resolution with an optional 8K upgrade this PBR material supports high-end use cases where exceptional detail is essential. The texture set includes PNG and EXR formats facilitating smooth integration into various workflows. Its metal/roughness workflow ensures precise calibration for balanced detail and performance across diverse digital content creation software and game engines. For practical use adjusting the UV scale to match the architectural square tile size is recommended to maintain fidelity while fine-tuning roughness values can optimize the balance between clean polished areas and naturally dirty or uneven spots enhancing realism without manual tweaking.

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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