Seamless 3d texture pbr 8k limestone tiles mosaic with earth tones and matte finish free download

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

Preview — Seamless 3d texture pbr 8k limestone tiles mosaic with earth tones and matte finish

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

This seamless 3D texture presents a highly detailed mosaic pattern composed of natural limestone tiles, capturing the material’s authentic earth tones and matte finish. The tiles are arranged in irregular geometric shapes, mimicking traditional mosaic craftsmanship with a subtle surface relief that emphasizes the stone’s inherent rough texture. The base material, limestone, is a sedimentary rock primarily consisting of calcite, featuring fine-grained aggregates and natural porosity that contribute to its weathered, tactile appearance. The mosaic is bound by fine grout lines that separate each tile, creating a structured yet organic composition that enhances the overall realism of the pattern.

The texture’s PBR workflow is carefully crafted to reflect the physical properties of limestone and its associated materials. The BaseColor (Albedo) map accurately reproduces the natural, muted earth tones ranging from warm beige to soft gray, preserving subtle color variations caused by mineral deposits and weathering effects. The Normal and Height maps define the uneven surface relief of the rough stone tiles and the recessed grout, providing convincing depth and tactile feedback in 3D applications. The Roughness channel is tuned to a matte finish, representing the stone’s non-reflective, slightly porous surface that scatters light softly without gloss or specular highlights. Metallic is set to zero, as limestone is a non-metallic material, while the Ambient Occlusion map enhances shadowing around the grout and tile edges, adding depth and visual separation.

Rendered at an ultra-high resolution of 8K, this texture is optimized for use in advanced 3D software such as Blender, Unreal Engine, and Unity. The seamless tiling capability ensures consistent detail across both small-scale close-ups and large architectural surfaces without visible repetition or distortion. The natural roughness and detailed normal mapping provide excellent surface relief, making it ideal for environments requiring a raw, organic stone mosaic aesthetic. The grout lines are carefully modeled in the height and normal maps, allowing for enhanced visual contrast and depth perception when viewed under various lighting conditions.

When implementing this texture, it is advisable to adjust the UV scale to match the real-world size of limestone tiles, typically between 10 to 30 cm per tile, to maintain visual authenticity. Additionally, fine-tuning the roughness value can help balance between the matte stone surface and any desired subtle sheen caused by environmental factors. For enhanced realism, blending the height map with parallax occlusion mapping can further accentuate the depth of grout lines and tile relief, especially in close-up views. This attention to material and form details ensures the texture delivers a convincing and versatile natural stone mosaic for architectural visualization, game environments, and simulation projects.

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}

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