Seamless 3d texture pbr 8k glass tiles mosaic with blue tiles and glossy finish free download

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

Preview — Seamless 3d texture pbr 8k glass tiles mosaic with blue tiles and glossy finish

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

This seamless 3D texture features a meticulously crafted mosaic composed of small, uniformly sized glass tiles arranged in a tight grid pattern. Each tile is a vibrant blue with subtle tonal variations, highlighting the natural depth and translucency of glass as a base material. The tiles exhibit a polished, glossy finish that reflects light realistically, giving the surface a smooth and lustrous appearance. Between the tiles, a colored grout with a finely textured surface adds contrast and visually separates each element of the mosaic, enhancing the overall structure and dimensionality of the pattern.

The underlying substrate of this mosaic texture simulates a rigid, stable backing material, typically cement or a similar composite, providing solid support to the glass tiles. The grout acts as a binder, composed of fine aggregates and pigments that introduce slight surface irregularities and color differentiation, lending authenticity. The glass tiles themselves are modeled with low porosity, maintaining their reflective clarity and polished surface. Weathering effects are minimal, preserving the clean and pristine look of freshly installed mosaic glass. The combination of materials and forms results in a highly detailed and realistic tiled surface suitable for a variety of architectural visualizations.

In terms of physically based rendering (PBR) workflow, this texture is crafted with high fidelity maps designed for use in Blender, Unreal Engine, and Unity. The BaseColor (Albedo) map captures the vivid blue hues of the glass and the subtle coloration of the grout. The Normal map defines the crisp edges of each tile and the slight relief of the textured grout, enhancing the three-dimensional form. Roughness maps are finely tuned to emphasize the difference between the glossy glass tiles and the matte, textured grout lines. The Metallic channel remains at zero, consistent with non-metallic glass and grout materials. Ambient Occlusion enhances shadowing within grout crevices, while Height/Displacement maps add realistic depth and parallax effects to the tile edges and grout separation.

Rendered at an ultra-high 8K resolution, this seamless texture allows for close-up viewing without loss of detail, making it ideal for applications requiring precise surface detail and realism. When applying this texture, it is advisable to carefully adjust UV scale to maintain the correct tile proportions in the scene. Additionally, fine-tuning the roughness map can help balance the contrast between the reflective tiles and the more diffuse grout, ensuring a natural and visually appealing finish. Blending height and normal maps can further enhance the perception of depth and surface complexity, especially in dynamic lighting environments.

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.