Seamless 3d texture pbr 8k glazed tiles mosaic with blue tiles and smooth finish free download

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

Preview — Seamless 3d texture pbr 8k glazed tiles mosaic with blue tiles and smooth finish

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

This seamless 3D texture presents a meticulously crafted mosaic pattern composed of glazed ceramic tiles in varying shades of blue. Each tile features a smooth, polished finish that reflects light subtly, enhancing the depth and realism of the surface. The tiles are arranged in a classic rectangular grid, creating a uniform yet visually engaging geometric form that is both timeless and versatile. Between the tiles, colored grout with a slightly textured surface adds contrast and definition to the mosaic, emphasizing the individual tile boundaries and contributing to the overall tactile complexity of the material.

The base material of the tiles is a high-quality ceramic substrate, known for its durability and low porosity. This substrate is impregnated with mineral-based pigments to achieve the rich blue hues, ranging from deep navy to lighter cyan tones. The glaze layer applied on top is a vitreous coating that not only provides the smooth, glossy finish but also seals the tile, protecting it from moisture and wear. The grout is composed of a cementitious binder mixed with fine aggregates and pigments to achieve its colored appearance and textured surface. This combination ensures a balanced rigidity and slight roughness, enhancing the mosaic’s structural integrity and visual interest.

In the PBR workflow, the BaseColor (Albedo) map captures the vivid blue shades of the tiles and the subtle color variations of the grout. The Normal map simulates the slight relief and bevels of each tile edge as well as the textured grout lines, contributing to the tactile realism under dynamic lighting. The Roughness map defines the smoothness of the glazed tile surfaces contrasted with the matte, slightly coarse grout areas, allowing accurate reflections and light scattering. The Metallic channel is typically set to zero, consistent with ceramic materials, while the Ambient Occlusion map enhances the depth perception by darkening crevices between tiles. The Height (Displacement) map provides subtle elevation differences between tiles and grout, useful for parallax effects and added dimensionality.

Rendered at an ultra-high 8K resolution, this texture is optimized for detailed close-ups in architectural visualization and game environments. It is fully compatible with major engines such as Blender, Unreal Engine, and Unity, ensuring seamless integration into various pipelines. For practical application, it is recommended to carefully adjust the UV scale to maintain the tile size proportional to the scene context. Additionally, fine-tuning the roughness levels can help balance the glossy tile finish with the more matte grout for enhanced realism. Blending the height map subtly with normal maps can further improve the perception of depth without compromising performance.

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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