Seamless 3d texture pbr 8k basketweave tiles mosaic with blended colors and smooth stone finish free download

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

Preview — Seamless 3d texture pbr 8k basketweave tiles mosaic with blended colors and smooth stone finish

IDseamless-3d-texture-pbr-8k-basketweave-tiles-mosaic-with-blended-colors-and-smooth-stone-finish
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture showcases a meticulously crafted basketweave tile mosaic, constructed from natural stone materials that exhibit a smooth, refined surface finish. The geometric pattern features interlaced rectangular tiles arranged in a classic basketweave formation, creating a rhythmic and visually engaging modular design. Each tile displays subtle variations in blended colors, ranging from soft earth tones to muted grays, achieved through natural mineral inclusions and pigment dispersion within the stone substrate. The base material is a dense, fine-grained natural stone, such as limestone or travertine, known for its durability and smooth tactile quality. The stone’s surface has been finely honed to a satin polish, reducing surface roughness while preserving slight textural nuances that enhance realism.

The composition of this mosaic texture involves a natural stone substrate bound by minimal cementitious grout, which is carefully matched in color to the tiles to maintain the seamless appearance. Mineral pigments contribute to the blended color palette, resulting in a softly variegated surface that mimics natural weathering and mineral deposits. The grout lines are narrow and shallow, exhibiting low porosity to prevent staining and moisture ingress, consistent with the texture’s use in interior and sheltered exterior applications. Surface weathering is subtle, with no signs of heavy erosion or pitting, preserving the integrity of the smooth stone finish while adding a touch of natural imperfection.

From a PBR workflow perspective, the texture’s BaseColor (Albedo) channel captures the nuanced blended colors and subtle color gradients inherent to the natural stone and grout. The Normal map encodes the fine relief of the tile edges and smooth surface undulations, providing depth without harsh shadows. Roughness values are calibrated to reflect the satin-polished finish, offering moderate specularity and soft reflections that avoid glossiness. The Metallic channel is uniformly set to zero, as the material is purely non-metallic stone. Ambient Occlusion enhances the shadowing around grout lines and tile intersections, increasing the sense of depth in 3D renders. The Height/Displacement map accurately represents the shallow relief of the basketweave tile edges and grout recesses, enabling realistic parallax effects and surface detail when used in engines supporting displacement or tessellation.

Rendered at an exceptional 8K resolution, this seamless texture ensures sharp detail retention even at close camera distances, making it suitable for high-fidelity projects. It is fully compatible with major 3D software and game engines such as Blender, Unreal Engine, and Unity, facilitating seamless integration into various workflows. For practical implementation, it is recommended to adjust the UV scaling to maintain tile proportions relative to the scene’s scale, and to fine-tune the roughness map to balance specular reflections depending on lighting conditions. Additionally, blending height and normal maps can enhance the perception of depth without excessive geometry, optimizing performance while preserving visual quality.

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.


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