Seamless 3d texture pbr 8k basket weave mosaic with terracotta tiles and rough finish free download

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

Preview — Seamless 3d texture pbr 8k basket weave mosaic with terracotta tiles and rough finish

IDseamless-3d-texture-pbr-8k-basket-weave-mosaic-with-terracotta-tiles-and-rough-finish
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture showcases a meticulously crafted basket weave mosaic composed of terracotta tiles, rendered at an impressive 8K resolution for exceptional detail and clarity. The tiles exhibit a distinct rough finish, characteristic of traditional fired clay materials used in rustic architectural applications. Each tile's slightly irregular surface structure captures the natural porosity and subtle weathering typical of terracotta, with earthy red and orange pigments infused into the clay substrate. The composition reflects the interplay of a ceramic base, natural mineral aggregates, and iron oxide-based colorants, giving the tiles their warm, muted earth tones and authentic materiality.

The basket weave pattern forms a geometric arrangement where rectangular terracotta tiles interlace in alternating horizontal and vertical orientations, creating a visually engaging woven effect. Between the tiles, textured grout fills the joints, adding depth and tactile contrast. This grout layer simulates a cementitious binder rich in fine aggregates, with a slightly rough and matte surface that enhances the naturalistic feel of the mosaic. The grout’s subtle variations in height and roughness are accurately conveyed through height and normal maps, contributing to realistic shadowing and ambient occlusion effects.

From a physically based rendering (PBR) perspective, the BaseColor map captures the rich terracotta hues and grout tones without any metallic reflections, as the materials are non-metallic ceramics and mineral binders. The Normal map intricately defines the tile edges, surface imperfections, and grout texture, enhancing light interaction for a convincing three-dimensional appearance. The Roughness channel reflects the unpolished, matte finish of both tiles and grout, with higher roughness values ensuring diffuse light scattering typical of fired clay surfaces. Metallic maps are uniformly black (zero), consistent with the organic, non-metallic nature of the materials. Ambient Occlusion highlights crevices and grout lines, providing depth and realism, while the Height/Displacement maps enable subtle surface relief for use in parallax or tessellation workflows.

Designed for compatibility with Blender, Unreal Engine, and Unity, this texture supports seamless tiling without visible repetition, making it suitable for architectural visualizations, game environments, and virtual production. For optimal results, it is recommended to adjust the UV scale to maintain the natural proportion of the basket weave pattern relative to the modeled surface. Additionally, fine-tuning the roughness parameter can help tailor the tactile impression from slightly worn and matte to more polished, depending on the desired environmental context. When integrating with height or parallax mapping, blending the normal and height maps ensures smooth transitions and enhanced surface depth, elevating the overall photorealism of the material.

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}

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.