Roof Tiles — Slates Moss Tiles Moss Tiles Cottage — PBR seamless 3D texture free download

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

Preview — Roof Tiles — Slates Moss Tiles Moss Tiles Cottage — PBR seamless 3D texture

IDgrey-roof-tiles-02-slates-moss-tiles-cottage-roofing-material-lichen
Roofing
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents traditional grey roof tiles 02 expertly capturing the distinctive characteristics of aged slate tiles commonly found on cottages and housing material in outdoor environments. The base substrate is mineral-based slate a natural stone material known for its durability and slightly rough uneven surface. Embedded organic moss and lichen add subtle greenish hues and irregular surface details reflecting weathering effects and natural porosity that develop over time. The texture’s surface finish balances a slightly matte non-reflective appearance with fine grain orientation and natural erosion patterns reproducing the authentic look of tiled roofing exposed to outdoor elements and storm clips. Colorants arise from natural pigments within the slate and the organic growth harmoniously blended to maintain a clean yet weathered gray roof aesthetic without appearing artificially uniform or overly polished.

Physically based rendering (PBR) channels are meticulously crafted to convey these material properties accurately across various digital content creation software and game engines such as Blender Unreal Engine and Unity. The Albedo (BaseColor) map displays the complex interplay of grey and green moss tones with subtle variations in pigment intensity simulating natural stone coloration and organic growth. The Normal map enhances the perception of tile roughness surface cracks and moss texture by encoding micro-relief and grain orientation. Roughness values are calibrated to reflect the matte finish of aged slate with higher roughness on moss-covered areas for diffuse reflection and slightly lower on exposed tile surfaces for subtle specular highlights. The Metallic channel remains near zero consistent with the non-metallic mineral composition. Ambient Occlusion enriches shadowing within tile overlaps and crevices while Height/Displacement maps emphasize tile edges and moss elevation for realistic parallax and depth effects.

Available in 4K resolution with an optional 8K upgrade this PBR texture is optimized for modern pipelines to deliver balanced detail and performance without requiring manual tweaking. The texture supports the metal/rough workflow and includes PNG and EXR formats for flexible integration in both real-time and offline renderers. For best results it is recommended to adjust the UV scale to match typical roof tile dimensions and fine-tune roughness values to achieve the desired level of weathering and reflectivity in your scene. This makes it ideal for realistic architectural visualization game environments and any project needing authentic tileable roofing material that combines mineral slate with organic moss and lichen detail.

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.