Seamless 3d texture pbr 8k marble tiles with natural stones and matte finish for elegant surfaces free download

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

Preview — Seamless 3d texture pbr 8k marble tiles with natural stones and matte finish for elegant surfaces

IDseamless-3d-texture-pbr-8k-marble-tiles-with-natural-stones-and-matte-finish-for-elegant-surfaces
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture features an elegant mosaic pattern composed of square marble tiles arranged in a precise grid, separated by clean white grout lines. The base material is natural marble, characterized by its fine-grained calcite substrate with subtle variations in veining and color that give each tile a unique appearance. The marble exhibits low porosity, resulting in a dense, durable surface ideal for both flooring and wall cladding applications. The matte finish is achieved through a honed surface treatment, which diffuses light to reduce glare while preserving the stone’s natural depth and intricate veining details. This texture closely replicates the tactile qualities of real marble, emphasizing softness in reflectivity and slight variations in surface roughness.*

The composition of this texture involves the marble tiles as the primary aggregate, bonded by a traditional cementitious white grout that provides structural integrity and clean separation between tiles. The grout lines are narrow yet distinct, adding contrast and enhancing the overall geometric form of the mosaic. The marble itself is composed of crystalline calcite with natural mineral inclusions and veins, which are carefully captured in the BaseColor (Albedo) map to reveal subtle color shifts from creamy whites to soft grays and occasional warmer hues. The Normal map accurately simulates the slight undulations and micro-reliefs of the honed marble surface, while the Height/Displacement map enhances the perception of tile edges and grout depth, contributing to a realistic interplay of light and shadow.*

In the physically based rendering (PBR) workflow, the Roughness map plays a crucial role in defining the matte finish by distributing mid-to-high roughness values across the tile surfaces to minimize specular highlights without eliminating the natural stone’s inherent luster. The Metallic channel remains consistently low or zero, reflecting the non-metallic nature of marble and grout materials. Ambient Occlusion is finely tuned to accentuate the subtle crevices along tile edges and grout joints, adding depth and anchoring the tiles visually within the environment. This high-resolution 8K texture ensures exceptional detail fidelity, making it suitable for close-up renders and high-end visualization projects in Blender, Unreal Engine, and Unity.*

For optimal results in 3D projects, it is recommended to carefully adjust the UV scaling to maintain natural tile proportions and prevent texture stretching, especially on large surfaces. Additionally, fine-tuning the Roughness and Normal maps can help balance the matte finish with slight surface imperfections, enhancing realism without excessive glossiness. When using Height or Parallax mapping, moderate values are advised to avoid exaggerated depth effects that could disrupt the seamless mosaic pattern. This texture is well-suited for architectural visualizations, interior design renderings, and any scenario requiring photorealistic marble surfaces with a refined, understated elegance.*

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}

AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.