Seamless 3d texture pbr 8k herringbone tiles mosaic with earthy tones and matte finish surface free download

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

Preview — Seamless 3d texture pbr 8k herringbone tiles mosaic with earthy tones and matte finish surface

IDseamless-3d-texture-pbr-8k-herringbone-tiles-mosaic-with-earthy-tones-and-matte-finish-surface
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This high-resolution 8K seamless PBR 3D texture showcases a meticulously crafted herringbone tile mosaic, designed to replicate an authentic earth-toned ceramic surface with a matte finish. The base material is a dense ceramic substrate composed primarily of finely milled clay and natural mineral aggregates, which provide structural integrity and subtle textural variation. The tiles are arranged in the classic herringbone geometric pattern, characterized by rectangular tiles interlocked at 45-degree angles, creating a dynamic and visually appealing layout that enhances surface depth and complexity.

The surface finish is distinctly matte, achieved through a combination of fine micro-texturing and a low-gloss glaze that diffuses light softly across the tile faces. This finish reduces specular highlights while emphasizing the natural porous quality of the ceramic, which is subtly weathered by fine grout lines and occasional micro-imperfections such as slight chipping and surface wear. Earth-tone pigments—ranging from warm beige and terracotta to muted browns and greys—are integrated into the BaseColor (Albedo) channel, ensuring naturalistic color variation that mimics mineral inclusions and kiln-fired ceramic nuances.

The texture’s PBR maps are carefully constructed to convey realistic material properties: the Normal map captures the intricate surface relief of the tile edges and grout indentations, enhancing the tactile feel of the mosaic. The Roughness channel maintains moderate values to preserve the matte surface’s soft light scattering without introducing unwanted shine. The Metallic map is kept near zero, consistent with the non-metallic ceramic composition. Ambient Occlusion accentuates the depth in grout lines and tile overlaps, while the Height (Displacement) map defines subtle elevation differences between tiles and grout to enhance parallax effects in 3D applications.

Optimized for use in Blender, Unreal Engine, and Unity, this texture supports seamless tiling at high UV scales, allowing for detailed close-up renders without visible repetition. For practical application, adjusting the roughness channel can fine-tune the surface’s light response depending on environmental lighting conditions, while blending the height map with normal details can enhance surface realism in real-time engines. Its robust design makes it ideal for interior flooring, wall cladding, or exterior patios where an earthy, classic mosaic aesthetic is desired without sacrificing performance or visual fidelity.

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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AITEXTURED Tools

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