Seamless 3d texture pbr 8k ceramic glaze crackle mosaic with medieval style and cracked glaze finish free download

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

Preview — Seamless 3d texture pbr 8k ceramic glaze crackle mosaic with medieval style and cracked glaze finish

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

This seamless 3D texture presents a highly detailed ceramic glaze crackle mosaic inspired by medieval style decorative inlays. The geometric form is composed of small, hand-painted square tiles arranged in a tightly grouted grid pattern, each tile featuring subtle surface relief and characteristic cracked glaze finishes. The base material is a dense ceramic substrate, fired and glazed to achieve a durable yet porous surface that exhibits natural weathering and the signature crackle effect. The ceramic body provides structural integrity, while the glaze layer, composed of silica-based glass with metal oxide colorants, forms the glossy yet matte-finished topcoat. This glaze is thin and brittle enough to develop fine, irregular cracks, enhancing the aged medieval aesthetic without compromising the tile’s cohesion.

From a materials science perspective, the texture captures the interplay between the ceramic body and the glaze layer through various PBR channels. The BaseColor (Albedo) map simulates the muted earth tones and subtle color variations caused by mineral pigments and hand-painted details, while the Normal and Height maps define the shallow surface relief of the tile edges, grout recesses, and glaze crack patterns. The Roughness channel emphasizes the matte finish characteristic of aged ceramic glaze, with slight variations where the glaze is thinner or more worn. Metallicness is kept at zero, consistent with non-metallic ceramic surfaces, whereas Ambient Occlusion enhances the visual depth within grout lines and crack crevices, reinforcing the tactile quality of the relief patterns.

Rendered at 8K resolution, this PBR texture is optimized for use in Blender, Unreal Engine, and Unity workflows, providing exceptional detail suitable for close-up architectural visualizations or digital heritage restoration projects. The seamless tile arrangement allows for versatile scaling without visible repetition, making it adaptable for both large surfaces and small decorative accents. The texture’s physical accuracy and material fidelity support realistic lighting interactions, capturing the diffuse and subtle specular reflections typical of ceramic glaze under neutral illumination.

For practical application, it is advisable to carefully adjust the UV scale to maintain the proportional appearance of the grout lines and crackle pattern relative to the object’s dimensions. Additionally, fine-tuning the Roughness map can help balance the matte versus slightly glossy areas, enhancing realism in different lighting environments. When using height or parallax mapping, blending with the normal map can improve the illusion of depth in the glaze cracks and tile edges without excessive geometry, optimizing performance in real-time engines.

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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