Seamless 3d texture pbr 8k metal tiles mosaic with octagonal tiles and glossy finish free download

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

Preview — Seamless 3d texture pbr 8k metal tiles mosaic with octagonal tiles and glossy finish

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

This seamless 3D texture features a meticulously crafted mosaic composed of octagonal metal tiles arranged in a precise geometric pattern. Each tile exhibits a polished metal substrate, likely stainless steel or brushed aluminum, characterized by a smooth, reflective surface that captures ambient lighting with a high-gloss finish. The octagonal shape contributes to a distinctive tessellated layout, creating visual interest through its angular form and regular repetition. Between the tiles, a textured grout layer with subtle color variations introduces depth and complexity, simulating a slightly roughened binding material that contrasts with the sleek metal surfaces.

The composition of the texture suggests a base metal layer with inherent metallic properties, enhanced by a thin, protective coating that maintains the glossy sheen while preventing oxidation or weathering. The grout acts as a synthetic binder, possibly resembling a polymer cement infused with fine aggregates to create a tactile surface that interrupts the tile’s uniformity. The grout’s coloration, mapped through the BaseColor channel, adds richness and realism, while its micro-texture is captured in the Normal and Roughness maps, providing nuanced surface detail and subtle light scattering variations.

In terms of Physically Based Rendering (PBR) attributes, the metal tiles’ BaseColor reflects the natural hue of the metal with slight chromatic shifts due to reflections and lighting conditions. The Metallic channel is set high to represent the metal’s conductivity, whereas the Roughness map is finely tuned to balance the glossy finish without introducing excessive specular highlights that could appear artificial. The Ambient Occlusion map enhances the perception of depth in the grout crevices, while the Height/Displacement map subtly accentuates the tile edges and grout texture, adding realism through simulated surface relief. This texture is provided in an ultra-high 8K resolution, ensuring exceptional detail and clarity even in close-up renders.

Designed for versatile use, this texture seamlessly integrates into 3D environments within Blender, Unreal Engine, and Unity, supporting realistic material creation for architectural visualizations, industrial design, or futuristic settings. When applying this texture, it is advisable to carefully adjust the UV scale to maintain the natural size of the octagonal tiles and avoid stretching. Additionally, fine-tuning the Roughness parameter allows for control over the glossiness level to suit different lighting scenarios, while blending the Height and Normal maps can enhance the perception of depth without compromising performance.

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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