Seamless 3d texture pbr 8k broken tile mosaic featuring distressed ceramic cracked tiles with earth tones free download

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

Preview — Seamless 3d texture pbr 8k broken tile mosaic featuring distressed ceramic cracked tiles with earth tones

IDseamless-3d-texture-pbr-8k-broken-tile-mosaic-featuring-distressed-ceramic-cracked-tiles-with-earth-tones
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture features a broken tile mosaic composed primarily of distressed ceramic tiles arranged in an irregular, fractured pattern that mimics natural wear and damage. The geometric form is a fragmented tile layout with uneven edges and varied tile sizes, creating a dynamic surface of cracked and chipped pieces. The base material is ceramic clay, fired and glazed with earth-toned pigments that provide a warm and organic color palette, ranging from muted browns and ochres to soft terracotta hues. The ceramic substrate is visibly porous in areas where the glaze has worn thin, revealing a slightly rough, matte surface beneath the smoother glazed portions. This interplay of surface finishes—from glazed to weathered matte—gives the mosaic a tactile depth and authenticity.

Compositionally, the texture simulates ceramic tiles bonded to a cementitious mortar substrate, where the grout lines show subtle signs of erosion and discoloration, enhancing the distressed look. The ceramic tiles contain fine mineral aggregates within the clay body, visible in the cracked and chipped areas, accentuating the material’s brittle nature. The fissures and cracks vary in depth and width, indicative of long-term mechanical stress and environmental exposure. Pigments embedded in the glaze reflect natural earth minerals, which contribute to the subtle tonal variations across the tile surfaces. The overall porosity and weathering effects are carefully represented through micro-surface details that influence light interaction, such as slight roughness variations and micro-normal deviations.

From a PBR texturing perspective, the BaseColor (Albedo) channel captures the nuanced earth tones and glazed ceramic finishes without baked-in shadows, ensuring versatility under varied lighting conditions. The Normal map encodes the intricate surface geometry of cracked tile edges, chipped corners, and weathered grout, providing pronounced depth and relief. The Roughness map varies across the texture, with higher roughness values on the distressed, matte ceramic areas and lower values on the still-glazed tile faces, creating realistic specular highlights and diffuse reflections. The Metallic map is consistently low, reflecting the non-metallic ceramic nature of the material. Ambient Occlusion enhances crevices and grout lines for natural shadowing, while the Height/Displacement map conveys the subtle elevation differences between tile fragments and grout, enriching parallax and displacement effects.

Rendered in ultra-high 8K resolution, this texture delivers exceptional detail suitable for close-up renders and large surfaces. It is fully optimized for seamless tiling in 3D software such as Blender, Unreal Engine, and Unity, ensuring smooth repetition without visible seams. For practical application, adjusting the UV scale to maintain tile proportions is recommended, especially when the mosaic pattern is used on curved or uneven surfaces. Additionally, fine-tuning the roughness channel can help balance the glazed versus worn ceramic areas depending on the desired material aging effect. Blending the height map subtly with normal maps can enhance surface dimensionality without excessive geometry displacement, optimizing performance in real-time engines while preserving photorealism.

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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