Seamless 3d texture pbr 8k porcelain shards mosaic with antique ceramic style and cracked glaze free download

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

Preview — Seamless 3d texture pbr 8k porcelain shards mosaic with antique ceramic style and cracked glaze

IDseamless-3d-texture-pbr-8k-porcelain-shards-mosaic-with-antique-ceramic-style-and-cracked-glaze
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a meticulously crafted mosaic composed of irregular porcelain shards, inspired by antique ceramic tiles characterized by their distinctive cracked glaze. The base material consists primarily of fine porcelain, a vitrified ceramic known for its hardness and translucency. These shards exhibit subtle variations in thickness and curvature, forming an intricate, non-uniform pattern that mimics authentic hand-laid ceramic inlays. The shards are set into a slightly recessed tile grout substrate, which provides both structural cohesion and visual contrast. This grout is matte and porous, simulating aged mortar with faint weathering effects. The overall geometric form is an organic arrangement of fragmented pieces rather than regular shapes, emphasizing the artisanal quality of the mosaic.

The texture’s surface finish features a glossy, high-reflectance glaze that accentuates the cracked patterning typical of antique ceramics. This glaze layer is thin yet durable, with microfractures that create a subtle network of fine cracks, adding depth and historical character to the texture. Colorants embedded in the porcelain range from soft off-whites to muted earth tones, capturing the slight discoloration and patina developed over time. The PBR maps are carefully aligned to convey these material qualities: the BaseColor (Albedo) channel captures the nuanced color variations and subtle stains; the Normal and Height maps provide detailed surface relief, including the shards’ edges, glaze cracks, and grout recesses. Roughness is low and varied, reflecting the glossy glaze with slight irregularities where the glaze has worn thin. Metallic values remain near zero, consistent with non-metallic ceramic materials. Ambient Occlusion enhances the perception of depth around the grout lines and shard edges, contributing to realism.

Resolution at 8K ensures that fine details such as micro-cracks, glaze imperfections, and subtle surface undulations remain crisp even on close inspection, making this texture highly suitable for use in Blender, Unreal Engine, and Unity projects. The seamless nature of the texture facilitates its application on large surfaces without visible repetition, ideal for heritage visualizations, interior architectural renders, or digital art requiring a classic cracked glaze mosaic aesthetic. The texture’s composition and form provide a rich tactile impression, simulating the irregularities and relief of real porcelain shard mosaics.

For optimal results, it is recommended to carefully adjust UV scaling to maintain the delicate balance between shard size and grout width, preserving the natural irregularity without overwhelming detail repetition. Additionally, fine-tuning the roughness map can help simulate varying glaze wear levels, making the mosaic appear either freshly polished or gently aged. When integrating height or parallax effects, blending the height map subtly with the normal map enhances surface depth without causing distortion, maintaining the integrity of the shard edges and grout recesses under dynamic lighting.

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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