Seamless 3d texture pbr 8k antique ceramic mosaic with cracked glaze and baroque details free download

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

Preview — Seamless 3d texture pbr 8k antique ceramic mosaic with cracked glaze and baroque details

IDseamless-3d-texture-pbr-8k-antique-ceramic-mosaic-with-cracked-glaze-and-baroque-details
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents an antique ceramic mosaic characterized by a refined baroque pattern composed of intricately shaped tiles arranged in a repeating geometric grid. Each tile features a subtly convex form with delicate surface relief, emulating hand-crafted ceramic inlays traditionally set into a stone or plaster substrate. The base material is a dense ceramic body, fired and glazed with natural clay minerals and silica binders, resulting in a robust yet slightly porous structure that exhibits fine network cracking in the glaze layer, known as crazing. This cracked glaze adds authentic aged character and depth, revealing subtle variations in the underlying ceramic tone and lending a tactile quality to the surface.

The texture’s surface finish is a glossy, polished ceramic glaze with faint iridescent highlights where light interacts with the microscopic imperfections and baroque flourishes. These decorative inlays are meticulously hand-painted with mineral-based pigments, producing nuanced color gradations across warm cream, ochre, and muted earth tones. The grout fills between tiles replicate aged mortar, showing slight discoloration and surface wear that enhances the historical authenticity. The physical depth and relief of the tiles are captured through detailed height and normal maps, emphasizing the raised edges and subtle depressions of the ornamental patterns, while ambient occlusion maps simulate natural shadowing within crevices and grout lines.

From a PBR perspective, the BaseColor (Albedo) channel faithfully reproduces the ceramic’s nuanced coloration and pigment distribution without baked lighting, ensuring realistic color response in various environments. The Normal map defines the intricate surface topography, highlighting cracks, baroque relief, and tile edges. Roughness maps control the glossy finish, balancing the reflective glaze with slightly matte grout areas for visual contrast. Metallic values remain near zero, consistent with ceramic non-metallic properties. Height or displacement maps provide accurate relief for parallax or tessellation effects, enhancing realism in close-up views. The ambient occlusion map adds subtle shadow depth, reinforcing the sense of surface complexity and aged wear.

Rendered at an impressive 8K resolution, this texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring high fidelity across real-time and offline rendering workflows. Its seamless tiling capability allows for flexible application over large surfaces without visible repetition, making it suitable for heritage architectural visualizations, restoration simulations, or digital set dressing requiring authentic antique ceramic aesthetics. For practical implementation, adjusting the UV scale to maintain natural tile proportions and fine-tuning roughness values can help balance glossiness under different lighting conditions. Additionally, blending height and normal maps subtly can prevent exaggerated relief artifacts, preserving the delicate charm of the cracked glaze and baroque detailing.

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.


::contentReference[oaicite:0]{index=0}

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