Seamless 3d texture pbr 8k mosaic ceramic tiles with geometric shapes and glossy finish free download

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

Preview — Seamless 3d texture pbr 8k mosaic ceramic tiles with geometric shapes and glossy finish

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

This seamless 3D texture presents a high-resolution 8K mosaic pattern composed of ceramic tiles shaped into precise geometric forms, primarily interlocking hexagons and diamonds. The base material is a fine-grained ceramic substrate, fired to achieve a dense, durable surface. The ceramic body is bonded with a vitreous glaze, giving the tiles their signature glossy finish, which enhances light reflection and contributes to a smooth, almost glass-like surface. Pigments are uniformly distributed within the glaze layer, providing consistent coloration across the mosaic with subtle variations that simulate natural ceramic firing effects. The tiles are mounted on a flat, non-porous backing that ensures minimal water absorption and excellent weather resistance, making this texture suitable for both interior and exterior visualizations.

The texture’s form emphasizes a tessellated layout where the geometric tiles fit seamlessly edge-to-edge without gaps, creating a continuous, repeating pattern ideal for large surfaces. The 3D aspect is captured through carefully crafted normal and height maps that replicate the slight elevation differences between individual tiles and the thin grout lines separating them. These grout lines have a matte, slightly rough texture distinct from the glossy tile surfaces, contributing to realistic ambient occlusion and subtle shadowing effects. The height map supports parallax and displacement workflows, enhancing depth perception without compromising performance in real-time engines.

In terms of PBR channel allocation, the BaseColor (Albedo) map reflects the natural ceramic hues and glaze coloration with no embedded lighting information, ensuring accurate material response under various lighting conditions. The Normal map encodes fine surface details, including tile edges and glaze imperfections, to convey tactile realism. Roughness values are low on the tile surfaces to maintain their reflective glossiness, while the grout areas exhibit higher roughness for contrast. There is no metallic component, as ceramic is non-metallic, so the Metallic map remains black. Ambient Occlusion is finely tuned to enhance the depth of grout lines and subtle crevices, and the Height map provides additional relief information for displacement or parallax effects.

This texture is fully optimized for use in Blender, Unreal Engine, and Unity, supporting physically based rendering workflows with consistent results across platforms. The 8K resolution ensures detailed close-up views without pixelation, ideal for architectural visualizations, interior design projects, and high-fidelity game environments. For practical application, it is recommended to adjust the UV scale to appropriately fit the mosaic pattern to the target surface size and to fine-tune the roughness map intensity if a more matte or highly polished appearance is desired. Blending height and normal maps can also help achieve balanced depth without excessive geometry displacement, maintaining performance while preserving visual fidelity.

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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