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

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

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

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

This seamless 3D texture features a meticulously crafted mosaic of classic white subway tiles, rendered in ultra-high 8K resolution for exceptional detail and clarity. Each tile exhibits a precise rectangular form typical of traditional subway tile patterns, arranged in a staggered brick-like layout that enhances architectural realism. The base material is a smooth ceramic substrate, known for its durable, non-porous surface, coated with a glossy finish that reflects light softly yet distinctly. The ceramic’s pristine white coloration is achieved through fine mineral pigments integrated within the glaze, providing a consistent and clean aesthetic throughout the texture.

The grout lines between the tiles introduce a colored and textured element, composed of a sand and cement mixture that adds subtle granularity and depth to the overall mosaic. This grout is carefully modeled to exhibit a slight roughness and porosity, contrasting the polished tile surfaces and enhancing the tactile feel of the material. The grout’s hue is customizable, allowing for varied visual accents that complement the white tiles. In PBR terms, the BaseColor channel captures the pure white of the tiles alongside the colored grout, while the Normal map defines the slight bevels and edges of each tile, contributing to realistic light interaction and shadowing in 3D environments.

The Roughness channel is finely tuned to reflect the glossy ceramic finish on the tiles, exhibiting low roughness values that generate crisp reflections and highlight the smooth, polished surfaces. Conversely, the grout areas have higher roughness values, simulating their more matte and textured nature. The Metallic channel remains near zero, as the materials involved are non-metallic ceramics and cementitious grout. Ambient Occlusion maps enhance the perception of depth in grout lines and tile edges, while Height or Displacement maps provide subtle relief for enhanced parallax and shadow effects, ensuring the mosaic’s geometric form reads convincingly in close-up renders.

This texture is optimized for seamless tiling, enabling continuous, uninterrupted patterns across large surfaces without visible repetition or seams. It is fully compatible with Blender, Unreal Engine, and Unity, supporting physically based rendering workflows for architectural visualization, interior design, and digital environment creation. For practical use, adjusting the UV scale can help tailor the tile size to specific project needs, while fine-tuning the roughness map can shift the finish from high gloss to satin for varied stylistic applications. Additionally, blending the height map with normal details can enhance surface complexity without compromising performance.

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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