Seamless 3d texture pbr 8k brick tiles mosaic with distressed ceramic look and bold colors free download

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

Preview — Seamless 3d texture pbr 8k brick tiles mosaic with distressed ceramic look and bold colors

IDseamless-3d-texture-pbr-8k-brick-tiles-mosaic-with-distressed-ceramic-look-and-bold-colors
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents a mosaic of brick tiles crafted from distressed ceramic material, designed to highlight the interplay of form and surface detail at an 8K resolution. The geometric pattern consists of rectangular brick-shaped tiles arranged in a tight, grid-like mosaic that emphasizes the individual tile boundaries and grout lines. Each tile’s surface exhibits subtle variations in thickness and edge wear, imparting a realistic sense of depth and age. The base material simulates ceramic, composed of a dense, fired clay substrate combined with mineral binders and fine aggregates that contribute to the tile’s structural integrity and porous characteristics. Weathering effects such as micro-cracks, chipped edges, and surface roughness emulate years of exposure, while the grout between tiles is modeled with slightly recessed geometry and a rougher, matte finish to contrast with the tiles’ smoother surfaces.

The distressed ceramic finish is achieved through a combination of surface treatments, including a slightly worn glaze that has dulled over time. This glaze contributes to subtle variations in reflectivity and roughness across the tile faces, accurately captured in the PBR Roughness map. The BaseColor channel showcases bold, saturated pigments embedded within the ceramic material, featuring rich reds, deep blues, and earthy tones that enhance visual interest without overwhelming the natural texture. These pigments simulate ceramic glazes mixed with metal oxide colorants, which resist fading while exhibiting irregular distribution patterns typical of hand-crafted tiles. The Normal and Height maps convey fine surface details such as cracks, chips, and embossed tile edges, enhancing the tactile quality and enabling realistic light interaction in 3D environments. Ambient Occlusion accentuates the recessed grout and tile crevices, adding depth and contrast especially in shaded areas. The Metallic channel remains minimal or zero, consistent with non-metallic ceramic materials.

Rendered at an ultra-high 8K resolution, this texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring that even close-up views retain crisp, detailed surface information without pixelation. The seamless nature of the tile mosaic pattern allows for effortless tiling across extensive surfaces, ideal for architectural visualizations, interior design scenes, or artistic installations requiring a distressed yet vibrant ceramic look. The texture’s layered detail supports advanced shading workflows that incorporate height-based parallax or displacement mapping alongside normal maps to enhance the perception of depth and irregularity on flat geometry.

When applying this texture, it is advisable to carefully adjust the UV scale to maintain realistic tile proportions and avoid distortion. Fine-tuning the roughness map can help balance the worn glaze’s reflectivity to match different lighting conditions or stylistic demands. Additionally, blending height and normal maps can produce nuanced surface variations that improve realism, particularly in close-up renders where surface imperfections become more prominent. This approach ensures the mosaic retains its characteristic distressed ceramic appearance while adapting flexibly to diverse 3D projects and rendering pipelines.

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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