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

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

Preview — Old Worn Tiles — Worn Tiles Moss Tiles Moss Roofing — PBR seamless 3D texture

IDroof-3-ceramic-old-worn-tiles-moss-roofing
Roofing
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Old Worn Tiles texture represents a meticulously crafted physically based 3D material designed to replicate the unique characteristics of aged ceramic roofing tiles covered with subtle moss growth. The base substrate consists primarily of ceramic a mineral-rich material known for its durability and porous surface which through years of exposure develops a naturally rough and weathered appearance. This texture captures the interplay of fine aggregates and organic moss fibers embedded within micro-cracks and crevices reflecting the natural decay and grime accumulation found on outdoor man-made roofing elements. The surface finish is matte and uneven featuring patches of oxidized mineral deposits and dirt which contribute to its authentic worn look. Pigments and oxide layers subtly shift in hue across the albedo channel adding to the visual complexity of the tiles’ faded color and mossy patches.

All critical material properties are conveyed through detailed PBR maps included in this seamless 3D texture package. The Albedo (BaseColor) map accurately portrays the ceramic’s faded colors and moss tones without metallic influence while the Normal map emphasizes the intricate surface relief created by tile imperfections moss growth and accumulated dirt. Roughness maps highlight the non-uniform weathered finish with softer transitions around mossy areas versus the harder ceramic edges ensuring realistic light scattering. The Height map enhances the perceived depth of cracks and surface irregularities ideal for parallax or displacement effects. Ambient Occlusion provides natural shadowing that accentuates tile overlaps and moss crevices reinforcing the outdoor aged feel. This texture is optimized for the metal/rough workflow maintaining consistent shading across various real-time and offline renderers.

Available in high-resolution 4K with an optional 8K upgrade this seamless and tileable texture delivers balanced detail and performance making it suitable for demanding applications in Blender Unreal Engine and Unity pipelines. It supports modern DCCs and game engines offering reliable results without the need for manual tweaking. To maximize visual fidelity it is recommended to adjust UV scale carefully to avoid repetitive patterns and to fine-tune roughness values for different tile areas to achieve a natural variation between worn ceramic and moss-covered sections. This ensures an authentic weathered roofing surface ideal for outdoor scenes requiring man-made dirty and aged tile materials.

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.