Old Worn Tiles — Ceramic Old Worn Roofing Roof — PBR seamless 3D texture free download

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

Preview — Old Worn Tiles — Ceramic Old Worn Roofing Roof — PBR seamless 3D texture

IDroof-09-ceramic-old-worn-tiles-roofing-material-roofing
Roofing
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Old Worn Tiles texture represents a seamless tileable 3D material designed specifically for realistic roofing applications capturing the authentic appearance of traditional ceramic clay tiles. These tiles feature a base substrate composed mainly of mineral-rich ceramic formed through natural clays and baked at high temperatures to create a durable yet porous surface. The ceramic body is bonded with mineral-based adhesives and often includes fine grain orientation that reflects the natural firing process resulting in subtle surface irregularities and weather-beaten textures. Over time exposure to outdoor elements causes discoloration and dirt accumulation contributing to the worn aged look characteristic of old tile roofing. The surface finish exhibits a matte slightly rough texture with occasional chipped edges and faded pigment layers which are faithfully reproduced in this physically based rendering (PBR) texture set.

This texture pack includes comprehensive PBR maps with 4K resolution as standard and an optional 8K version for high-end visualization needs fully optimized for modern pipelines in Blender Unreal Engine and Unity. The Albedo (BaseColor) map captures the natural discolored pigments and subtle color shifts typical of weathered clay tiles while the Normal map provides fine surface detail such as cracks chips and grain orientation that enhance lighting interactions. The Roughness channel reflects the worn uneven surface finish with balanced gloss variations for realistic reflections and the Height map adds depth for parallax or displacement effects emphasizing the overlapping tile structure. Ambient Occlusion enhances shadowing in crevices and overlaps giving a tactile sense of depth and age. The Metallic map remains minimal or zero as ceramic roofing material is non-metallic by nature ensuring accurate shading across real-time and offline renderers using the metal/rough workflow.

Carefully calibrated for consistent shading and balanced performance this ceramic old worn tiles texture delivers reliable results without the need for manual tweaking making it ideal for outdoor roofing scenes featuring weather-beaten dirty traditional tile roofing. For best results adjusting the UV scale to match realistic tile dimensions improves visual fidelity while fine-tuning roughness values can simulate varying degrees of surface wear and moisture. This material excels in scenarios requiring overlapping clay tiles with discolored man-made imperfections ensuring authentic representation in diverse digital content creation tools and game engines alike.

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.