Seamless 3d texture pbr 8k marble tiles mosaic with polished marble surface and symmetrical design free download

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

Preview — Seamless 3d texture pbr 8k marble tiles mosaic with polished marble surface and symmetrical design

IDseamless-3d-texture-pbr-8k-marble-tiles-mosaic-with-polished-marble-surface-and-symmetrical-design
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture features an intricately arranged mosaic of marble tiles, each exhibiting a polished marble surface characterized by natural stone veins and subtle color variations inherent to high-quality marble. The tiles are laid out in a precise, symmetrical geometric pattern, enhancing visual harmony and balance. The base material is natural marble, a metamorphic rock composed primarily of recrystallized carbonate minerals, typically calcite or dolomite. The polished finish highlights the stone’s smooth surface and reflective qualities, achieved by finely grinding and buffing to reduce surface roughness. The grout lines between tiles are minimal, clean, and uniform, further emphasizing the refined appearance of the marble mosaic.

From a compositional perspective, the marble tiles rest on a dense, low-porosity substrate formed by tightly interlocking calcite crystals. This natural stone base is bound by mineral intergrowths rather than synthetic adhesives, providing durability and resistance to weathering. The texture’s subtle veins and grain patterns stem from mineral impurities such as clay, silt, or iron oxides, which impart natural pigmentation and variation. The polished surface finish corresponds to a low roughness value in the PBR Roughness channel, allowing for crisp reflections and a smooth tactile impression. The BaseColor (Albedo) map captures the intricate coloration and vein distribution, while the Normal map defines the slight undulations and edges of the tiles and grout, adding depth to the otherwise flat surface. Ambient Occlusion enhances the shadowing within tile crevices, and the Height/Displacement map provides subtle relief for realistic surface topology. The Metallic channel remains at zero, consistent with the non-metallic nature of marble.

Rendered at an 8K resolution, this texture provides exceptional detail and clarity, suitable for close-up renders in Blender, Unreal Engine, and Unity. The high resolution ensures that fine details such as micro-scratches, vein transitions, and polished reflections are preserved without pixelation or blurring, vital for photorealistic architectural visualizations and luxury interior scenes. The seamless design allows for continuous tiling without visible edges or repetition artifacts, facilitating flexible UV mapping across large surfaces.

For optimal use, it is advisable to adjust the UV scale to maintain the natural proportions of the tiles relative to the 3D model, avoiding distortion of the symmetrical pattern. Additionally, fine-tuning the roughness map can help balance the polished sheen for different lighting conditions. When integrating the height or displacement maps, blending them carefully with the normal map enhances surface realism without excessive geometry displacement, ensuring efficient rendering performance across target platforms.

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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