Seamless 3d texture pbr 8k mosaic enamel pieces with colorful pieces and glossy finish free download

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

Preview — Seamless 3d texture pbr 8k mosaic enamel pieces with colorful pieces and glossy finish

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

This seamless 8K PBR texture showcases a meticulously crafted mosaic composed of small enamel pieces, each boasting vibrant, colorful hues that form an intricate ornamental pattern. The base material consists primarily of fired glass enamel, carefully fused onto a dense ceramic or stone substrate that provides structural stability. The enamel pieces are shaped into smooth, slightly convex tesserae, which contribute to the three-dimensional relief and subtle curvature of the overall surface. The adhesive binder used in the mosaic ensures strong cohesion between the enamel tesserae and the substrate, resulting in minimal porosity and a highly durable finish resistant to weathering and wear.

The surface finish is distinctly glossy, achieved through a polished enamel layer that reflects light evenly across the smooth, reflective surfaces of each piece. This glossy finish enhances the rich saturation of the pigments embedded within the enamel, which are derived from finely ground mineral oxides providing long-lasting, fade-resistant colorants. The mosaic pattern repeats seamlessly, with each enamel piece’s slight height variation captured accurately in the height and normal maps, adding realistic depth and tactile detail to 3D renders. The roughness map is finely tuned to reflect the high glossiness of the enamel, while the metallic channel remains minimal, as the enamel itself is non-metallic but sits atop a subtly occluding ceramic base, which is represented in the ambient occlusion map.

This texture’s PBR channels are optimized for photorealistic rendering: the BaseColor (Albedo) channel conveys the vivid, multicolored enamel pieces; the Normal map captures the delicate curvature and edges of the tesserae; the Roughness map defines the glossy, smooth enamel surface; Metallic is kept low to maintain accurate dielectric properties; Ambient Occlusion enhances shadows along grout lines and between tesserae; and the Height map accentuates the relief and slight elevation differences between pieces. Together, these channels enable realistic interaction with dynamic lighting and reflections in modern rendering engines.

Designed for compatibility with Blender, Unreal Engine, and Unity, this 3D enamel mosaic texture offers seamless tiling without visible borders, making it ideal for covering large surfaces such as walls, flooring, or decorative installations in architectural visualizations and game environments. For practical application, it is advisable to adjust the UV scale to maintain the natural size of the tesserae in your scene, and to fine-tune the roughness parameter slightly if a less reflective, more worn look is desired. Additionally, blending the height map with normal maps can enhance the perception of depth without excessive polygon displacement, optimizing performance in real-time applications.

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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AITEXTURED Tools

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