The polished green marble texture seamless high resolution up to 8k captures the exquisite characteristics of natural marble, a metamorphic rock primarily composed of recrystallized calcite or dolomite minerals. The base substrate exhibits a dense crystalline structure with subtle variations in grain orientation and low porosity, contributing to its signature smooth and reflective surface. This texture showcases the mineral’s inherent green pigmentation, resulting from trace amounts of serpentine or other mineral inclusions, which add depth and complexity to the stone’s appearance. The polished finish is achieved through abrasion and buffing, producing a glossy, mirror-like surface that enhances light reflection and emphasizes the natural veining patterns and color gradients typical of high-quality marble slabs. These details are faithfully represented in the texture’s PBR channels: the BaseColor/Albedo map reveals rich green hues and fine veining, the Normal map simulates the slight surface undulations and subtle relief, Roughness defines the smooth, reflective qualities of the polished surface, while Metallic remains minimal to reflect marble’s non-metallic nature. Ambient Occlusion adds realistic shadowing in crevices, and Height/Displacement maps provide depth for enhanced parallax effects in 3D environments.
Designed with modern pipelines in mind, this tileable polished green marble texture seamless high resolution up to 8k is optimized for demanding workflows in Blender, Unreal Engine, and Unity. Its ultra-high resolution ensures exceptional clarity and cohesion even when applied to large UV islands, making it ideal for real-time rendering, cinematic scenes, architectural visualizations, and detailed material studies. The AI-generated texture avoids repetitive artifacts common in autogenerated patterns, maintaining natural variation and continuity across tiled surfaces. To achieve the best visual fidelity, it is recommended to maintain uniform UV scaling across assets to prevent stretching and distortions. Adjusting roughness values slightly can help tailor the reflectivity to specific lighting conditions or artistic needs, while leveraging the height/displacement channel can add realistic depth to surfaces, enhancing the immersive quality of your 3D preview and final renders.
The polished green marble texture seamless high resolution up to 8k offers a highly detailed ai texture with realistic marble textures that enhance PBR materials through its seamless polished green marble texture seamless high resolution up to 8k quality.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
