Seamless 3d texture pbr 8k octagonal tiles mosaic featuring earth tones and textured surface realism free download

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

Preview — Seamless 3d texture pbr 8k octagonal tiles mosaic featuring earth tones and textured surface realism

IDseamless-3d-texture-pbr-8k-octagonal-tiles-mosaic-featuring-earth-tones-and-textured-surface-realism
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture features a meticulously crafted mosaic of octagonal tiles, inspired by natural stone materials commonly found in traditional architectural designs. Each tile exhibits a subtle variation in earth tones, ranging from warm ochres and muted browns to soft grays, reflecting the mineral composition and natural pigmentation of sedimentary stones such as sandstone or limestone. The underlying substrate mimics a dense, fine-grained stone matrix, with slight porosity that allows for realistic weathering effects. The grout lines between tiles are rendered with a gently aged appearance, simulating a lime-based mortar that has softened over time without compromising structural clarity.

The geometric form of the texture centers on regular octagonal tiles arranged in a tight mosaic pattern. This arrangement creates an interlocking surface that balances visual complexity with architectural order. The tiles themselves display a textured surface finish that blends fine roughness with sporadic micro-imperfections—small pits, scratches, and subtle chipping—reminiscent of hand-cut natural stone. This tactile variation is enhanced through the PBR channels: the BaseColor (Albedo) channel captures the nuanced earth tones and subtle pigment mottling, while the Normal map conveys the intricate surface relief and depth of each tile’s sculpted edges. The Roughness map defines a moderately matte finish with localized glossiness on smoothed edges and minor polish, avoiding any artificial sheen to maintain authenticity.

The Metallic channel is deliberately kept at zero, consistent with the non-metallic stone material, while the Ambient Occlusion map accentuates the depth of grout lines and tile intersections, enhancing shadowing and dimensionality. Height and Displacement maps provide accurate elevation data to reinforce the pronounced relief of the octagonal form and textured surface, essential for realistic parallax effects in real-time engines. Rendered at an impressive 8K resolution, this texture supports high-fidelity close-ups without visible pixelation, making it ideal for use in Blender, Unreal Engine, and Unity environments.

When integrating this texture into your projects, consider adjusting the UV scale to maintain the natural tile size relative to your scene, as improper scaling can diminish the material’s realism. Additionally, fine-tuning the roughness parameter can help adapt the material to different environmental lighting conditions—lower roughness values for polished interior floors or higher values for exterior applications exposed to weathering. Blending the height map subtly with normal maps can also enhance surface detail without over-exaggeration, ensuring the mosaic retains its tactile authenticity without appearing artificially pronounced.

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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