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

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

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

IDseamless-3d-texture-pbr-8k-porcelain-tiles-mosaic-with-geometric-shapes-and-matte-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 porcelain tiles arranged in intricate geometric shapes, primarily featuring hexagonal and triangular forms. The base material is high-quality porcelain, known for its low porosity and durability, which provides a dense, fine-grained ceramic substrate. The tiles exhibit a smooth matte finish achieved through controlled firing and surface processing, minimizing reflectivity while preserving subtle surface variations. Colored grout with a textured appearance fills the narrow joints between tiles, adding visual depth and contrast that accentuate the overall geometric pattern.

The porcelain tiles are composed of a refined mixture of kaolin clay, feldspar, and quartz aggregates, which are sintered at high temperatures to yield a hard, vitrified surface resistant to wear and moisture. The grout acts as a binder between tiles, typically a cementitious compound mixed with pigments and fine aggregates to introduce color and texture. This combination results in a mosaic surface with minimal porosity but with enough micro-roughness to diffuse light softly, contributing to the matte aesthetic. The texture’s design incorporates subtle weathering cues and edge wear, enhancing realism without compromising the clean, contemporary look.

In terms of PBR channels, the BaseColor (Albedo) map captures the natural hues of the porcelain and grout pigments, accurately reproducing the soft whites and muted earth tones of the tiles alongside the colored grout lines. The Normal map defines the geometric relief of each tile’s edges and the grout’s textured surface, providing convincing depth and shadowing. Roughness is carefully calibrated to reflect the matte finish, with higher values on tile surfaces and slightly varied roughness in grout areas to simulate subtle material differences. The Metallic channel remains near zero, consistent with the non-metallic ceramic material, while Ambient Occlusion enhances the perception of depth within grout joints and tile crevices. Height or Displacement maps support enhanced surface profiling, useful for parallax or tessellation effects in real-time engines.

This texture is fully optimized for seamless tiling, ensuring no visible borders or distortions when applied over large surfaces. It is compatible with modern 3D software and engines including Blender, Unreal Engine, and Unity, making it suitable for architectural visualizations, interior design renders, and game environments. For practical use, it is recommended to adjust the UV scale to match the intended tile size in the scene and to fine-tune the roughness channel to simulate varying levels of surface wear or cleaning. Additionally, blending height and normal maps can enhance the tactile feel of the grout and tile edges in close-up views, improving realism without excessive geometry.

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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