Seamless 3d texture pbr 8k hand painted tiles mosaic with colorful tiles and glossy finish free download

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

Preview — Seamless 3d texture pbr 8k hand painted tiles mosaic with colorful tiles and glossy finish

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

This seamless 3D texture presents a meticulously crafted mosaic composed of hand painted ceramic tiles arranged in a classic square grid pattern. Each tile is formed from a fired clay substrate, providing a durable and slightly porous base that subtly influences the texture’s micro-roughness and ambient occlusion. The tiles feature vibrant, multicolored pigments that are embedded within a glossy, glazed surface finish, replicating the authentic look of hand-applied glazes with slight brushstroke variations and subtle color blending. The grout lines between tiles are rendered with a textured, colored mortar, adding depth and realism to the seams while simulating a slightly rougher, matte surface to contrast with the shiny tile faces.

From a materials standpoint, the ceramic tiles consist of a fine-grained clay body that is coated with a translucent vitreous glaze, which imparts the characteristic glossiness visible in the BaseColor and Roughness maps. The glaze layer is responsible for the high reflectivity and smooth specular highlights captured in the Metallic and Roughness channels of the PBR workflow. The grout, meanwhile, is modeled as a cementitious binder mixed with fine aggregate, exhibiting a more matte appearance and increased micro-surface detail, which is effectively represented in the Normal and Ambient Occlusion maps to enhance the perception of depth and tactile variation. The Height/Displacement map subtly exaggerates the relief between tiles and grout, emphasizing the mosaic’s three-dimensional form while maintaining seamless tiling compatibility.

Technically, this texture is created and optimized at an 8K resolution, ensuring exceptionally high fidelity suitable for close-up renders and detailed environments. The PBR channels are carefully calibrated for realistic light interaction: the BaseColor captures the rich, hand-painted hues; the Normal map simulates the fine surface undulations and brushstroke textures; the Roughness map balances the glossy tile finish against the rough grout; the Metallic map is minimal, reflecting the non-metallic ceramic material; the Ambient Occlusion map adds natural shadowing along edges and grout lines; and the Height map enhances the geometric depth. This comprehensive channel setup guarantees seamless integration with rendering engines such as Blender’s Cycles and Eevee, Unreal Engine, and Unity, supporting physically accurate shading and reflections.

For optimal results in 3D applications, it is advisable to adjust the UV scale to match the real-world size of the tiles, typically around 10–15 cm per tile, to preserve the detail and avoid texture stretching. Additionally, fine-tuning the Roughness parameter can help balance the glossiness depending on lighting conditions, while subtle blending of the Height map with Normal maps can improve surface realism without causing rendering artifacts. This texture is well-suited for decorative wall surfaces, interior design visualizations, and artistic digital environments where authentic, hand-crafted tile mosaics are desired.

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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