Ceramic Tiles Old — Tiles Old Worn Weathered Mossy Rustic — PBR seamless 3D texture free download

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

Preview — Ceramic Tiles Old — Tiles Old Worn Weathered Mossy Rustic — PBR seamless 3D texture

IDroof-07-ceramic-tiles-old-worn-damaged-discolored
Roofing
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents old ceramic tiles with a worn weathered and rustic appearance ideal for realistic roofing material in digital environments. The base substrate is composed of traditional ceramic clay naturally porous and mineral-rich with subtle impurities and organic inclusions that form the characteristic texture of aged clay tiles. Over time environmental exposure leads to discoloration moss accumulation and surface roughness all captured faithfully in this PBR material. The original polished or glazed finish has faded replaced by a matte slightly rough surface that reflects years of weathering and dirt buildup. Adhesive binders and mineral aggregates contribute to the tile’s structural integrity while overlapping tile geometry and natural erosion enhance the authentic outdoor man-made roofing look.

The PBR maps included—Albedo/BaseColor Normal Roughness Ambient Occlusion and Height—work together to convey these material properties with high fidelity. The Albedo channel displays the subtle color variations from faded reds and browns to mossy green patches replicating natural discoloration and dirt accumulation. The Normal map emphasizes surface imperfections such as chips cracks and grain orientation while the Roughness map captures the varying reflectivity caused by weathered worn and moss-covered areas. Ambient Occlusion adds depth by simulating shadowing in crevices and between overlapping tiles and the Height map offers fine displacement details to enhance realism in real-time and offline renderers. This texture is optimized for use with the metal/rough workflow ensuring consistent shading and balanced detail across diverse digital content creation software and game engines including Blender Unreal Engine and Unity.

Provided in 4K resolution with an optional 8K version for high-end projects this tileable texture is designed to deliver reliable results without manual tweaking making it highly efficient for modern pipelines. It is particularly suited for roof 07 scenarios involving clay tiles weathered roofing and rustic outdoor environments. For best practical results users should consider adjusting the UV scale carefully to avoid repetitive patterns and fine-tuning roughness values to control how light interacts with mossy or dirty patches. Additionally leveraging the Height map for subtle parallax effects can significantly improve depth perception on tile roofing models enhancing visual realism in both real-time and offline rendering workflows.

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.