Floor Tiles — Marble Tiles Checkerboard Tiles Checkerboard Checkered — PBR seamless 3D texture free download

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

Preview — Floor Tiles — Marble Tiles Checkerboard Tiles Checkerboard Checkered — PBR seamless 3D texture

IDfloor-tiles-06-marble-tiles-checkerboard-checkered-floor-tiled
Marble
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents floor tiles crafted from high-quality marble exhibiting a classic checkerboard pattern with square tiles arranged in a clean geometric layout. The base substrate is natural marble a metamorphic rock composed primarily of recrystallized calcite or dolomite offering a dense low-porosity surface that is both durable and visually striking. The marble’s inherent mineral composition gives rise to subtle grain orientation and veining which is faithfully captured in the texture’s albedo (BaseColor) and normal maps enhancing the material’s realistic depth and surface complexity. The surface finish emulates a finely polished marble reflecting soft highlights with balanced roughness to convey a slightly glossy yet natural stone appearance. The colorants derive from mineral impurities and oxide layers within the marble resulting in the distinctive contrast of light and dark tiles typical of checkerboard flooring.

In this PBR material the albedo map delivers a true-to-life color representation of the marble tiles while the normal map encodes micro-surface details such as slight undulations and grain that add realism in both real-time and offline renderers. The roughness map is calibrated to represent the polished finish balancing specular reflections and diffuse scattering to avoid overly glossy or dull appearances. Ambient Occlusion enhances shadowing around tile edges and grout lines adding subtle depth and separation. The height map provides fine displacement for enhanced parallax effects useful for close-up indoor scenes where the tile edges and grout texture benefit from slight elevation differences. Metallic is effectively zero consistent with natural stone ensuring no unrealistic metal reflections interfere with the marble’s authentic look.

Optimized for modern pipelines and compatible with Blender Unreal Engine and Unity this texture is offered at a native 4K resolution with an optional 8K version for high-end projects requiring exceptional detail. It supports tileable seamless repetition making it ideal for large indoor floor surfaces without visible seams or tiling artifacts. The material uses the metal/rough workflow and comes with calibrated maps that deliver consistent shading across diverse digital content creation tools and game engines eliminating the need for manual tweaking. For best practical results adjusting the UV scale to align with real-world tile dimensions ensures natural proportions while tuning roughness slightly higher can simulate a worn or dirty surface variant for added realism in man-made indoor environments.

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.