Seamless 3d texture pbr 8k mosaic broken ceramics with distressed surface and warm colors free download

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

Preview — Seamless 3d texture pbr 8k mosaic broken ceramics with distressed surface and warm colors

IDseamless-3d-texture-pbr-8k-mosaic-broken-ceramics-with-distressed-surface-and-warm-colors
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a high-resolution 8K PBR depiction of broken ceramic tesserae arranged in a random mosaic layout. The base material consists primarily of fired clay ceramic shards, exhibiting a naturally porous and slightly irregular surface indicative of weathered, hand-formed pottery. These tesserae are bonded to a subtle mortar substrate, which acts as the matrix holding the fragments together, visible in the fine cracks and fissures that define the distressed surface. The ceramic pieces display earth-toned pigments—warm terracotta, muted ochres, and soft siennas—that have been naturally faded and dulled by time, giving the mosaic a rustic, aged character. The overall form is a loose, non-uniform geometric pattern with varying shard sizes and angular edges, enhancing the organic feel of the distressed composition.

From a materials perspective, the texture captures the complex interplay between the ceramic shards' matte finish and the rough mortar binder. The ceramic fragments have a low gloss, matte surface with a mildly rough tactile quality due to chipping and weathering, while the mortar shows increased roughness and subtle porosity. The texture’s PBR maps translate these physical attributes realistically: the BaseColor (Albedo) channel reflects the warm pigment distribution and subtle color variation across shards and grout; the Normal map encodes the intricate surface relief, highlighting chipped edges and surface imperfections; Roughness defines the contrast between the smooth ceramic faces and the gritty mortar; Metallic remains near zero, consistent with non-metallic ceramic materials; Ambient Occlusion enhances shadowing in crevices and joints; and the Height/Displacement map offers precise depth cues for realistic surface undulation and shard protrusions.

Designed for seamless tiling, this texture allows for continuous and natural repetition over large surfaces without visible borders or pattern distortion. Its random layout ensures that identical fragments do not appear repeatedly, preserving the visual complexity essential for authentic mosaic renders. The 8K resolution guarantees exceptional detail fidelity, crucial for close-up renders in Blender, Unreal Engine, and Unity environments where high-detail surface interaction is required. This texture supports physically accurate shading workflows, making it suitable for architectural visualizations, historical reconstructions, or artistic 3D projects demanding realistic ceramic mosaic surfaces.

For optimal use, it is recommended to adjust the UV scale to maintain natural shard proportions and avoid over-stretching the pattern. Fine-tuning the Roughness map can help balance the matte ceramic finish against the slightly coarser mortar, enhancing material differentiation under varied lighting. Additionally, blending the Height/Displacement with the Normal map can improve depth perception without excessive geometric complexity, especially in game engines where performance is a consideration. This approach preserves the intricate broken ceramics’ texture and distressed surface detail while maintaining efficient rendering.

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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