Seamless 3d texture pbr 8k subway tiles mosaic with glossy finish and colored grout free download

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

Preview — Seamless 3d texture pbr 8k subway tiles mosaic with glossy finish and colored grout

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

This seamless 3D texture showcases a meticulously crafted mosaic pattern composed of classic subway tiles, each tile rendered in high-resolution 8K to capture the finest details with exceptional clarity. The tiles are formed from ceramic, a durable and non-porous base material known for its strength and resistance to moisture, making it ideal for interior applications such as kitchen backsplashes and bathroom walls. The ceramic substrate is coated with a glossy finish, achieved through a polished glaze layer that enhances reflectivity and depth, emphasizing the smooth surface and sharp edges of each rectangular tile. The grout lines between tiles feature colored pigments, offering a visually striking contrast and emphasizing the grid pattern. The grout itself has a subtly textured surface, replicating a slightly roughened cementitious binder mixed with fine aggregates, which adds tactile depth and realism to the overall material composition.

The texture’s geometric form is a traditional subway tile layout, with uniform rectangular shapes laid in a staggered brick bond pattern. This arrangement creates a balanced and timeless visual rhythm. The grout lines are precisely defined with slight variations in height and surface roughness, contributing to a natural and authentic appearance. In terms of physical properties, the ceramic tiles exhibit low porosity and a hard, smooth surface, while the grout presents a matte finish with fine micro-texture, simulating the microscopic grain and fine sand particles suspended within the binder. This combination of glossy tiles and textured grout enhances light interaction, with specular highlights on tile surfaces and subtle diffuse reflections within the grout lines.

All material aspects are carefully mapped across PBR channels to maximize realism and flexibility in 3D rendering engines. The BaseColor (Albedo) map captures the pure color information of both tiles and grout, including the subtle hue variations in the colored grout. The Normal map encodes surface irregularities such as the sharp tile edges and the textured grout surface, adding depth and detail without increasing geometry complexity. Roughness values differ between materials, with low roughness for the glossy tiles to reflect light sharply, and higher roughness for the grout to diffuse reflections softly. The Metallic channel remains near zero, reflecting the non-metallic nature of ceramic and grout. Ambient Occlusion enhances shadowing in the grout recesses and tile edges, improving depth perception. Height or Displacement maps provide subtle relief details, allowing for realistic parallax effects and enhanced tactile sensation when used with compatible shaders.

This texture is optimized for seamless tiling and is fully compatible with major 3D software and game engines such as Blender, Unreal Engine, and Unity. Its 8K resolution ensures crisp rendering even in close-up views, making it suitable for architectural visualization, interior design projects, and realistic game environments. For best results, users are advised to carefully adjust the UV scale to maintain the natural size of subway tiles in the scene and fine-tune roughness values to match specific lighting conditions. Additionally, blending height maps with normal maps can enhance the perceived depth of grout lines without adding extra geometry, offering a balanced performance-to-quality ratio.

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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