Seamless 3d texture pbr 8k subway tiles with white grout and reflective surface for modern clean walls free download

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

Preview — Seamless 3d texture pbr 8k subway tiles with white grout and reflective surface for modern clean walls

IDseamless-3d-texture-pbr-8k-subway-tiles-with-white-grout-and-reflective-surface-for-modern-clean-walls
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a meticulously crafted pattern of classic subway tiles, each tile exhibiting a rectangular, beveled edge form that replicates traditional ceramic wall cladding. The base material closely mimics high-quality glazed ceramic, known for its durable, non-porous surface that effectively resists moisture and stains, making it ideal for clean, modern interiors. The tile bodies are rendered with a smooth, reflective surface finish that captures subtle light interactions, emphasizing the characteristic glossiness of glazed tiles. Between each tile, the white grout lines are narrow and uniform, providing a crisp contrast that enhances the geometric precision of the grid layout while simulating the slightly rough, matte texture typical of cementitious grout materials.

From a material composition perspective, the texture simulates a dense ceramic substrate composed primarily of refined clay aggregates, fired to achieve a hard, vitrified layer that forms the tile’s core. The glaze layer consists of a silica-based vitreous coating, imparting the polished, reflective finish that is central to the texture’s appearance. The grout is modeled as a porous cementitious mixture with subtle micro-roughness, reflecting its mineral composition and providing a tactile counterpoint to the glossy tiles. The texture’s PBR workflow accurately maps these features across multiple channels: the BaseColor (Albedo) differentiates the soft white grout from the slightly off-white, glossy tiles; the Normal map encodes the fine bevels and grout recesses, enhancing depth perception; Roughness is finely tuned to reflect high gloss on tiles versus matte grout; Metallic is kept near zero consistent with non-metallic ceramic and cement materials; Ambient Occlusion accentuates the shadowed crevices between tiles; and the Height/Displacement map subtly models surface relief for realistic parallax effects.

Rendered at an ultra-high resolution of 8K, this texture provides extraordinary detail suitable for close-up architectural visualizations and high-fidelity renders. Its seamless topology ensures that when tiled across large surfaces, no visible seams or repetitive artifacts disrupt the continuity, making it well-suited for expansive wall applications in kitchens, bathrooms, or commercial interiors. Moreover, the texture is fully optimized for integration within major 3D software environments such as Blender, Unreal Engine, and Unity, enabling artists to leverage its photorealistic qualities without extensive adjustments.

For practical use, it is recommended to carefully adjust the UV scale to maintain the realistic size of subway tiles relative to the scene context, as disproportionate scaling can diminish the perceived material authenticity. Additionally, fine-tuning the roughness parameter can help control the intensity of reflections under varying lighting conditions, while blending height and normal maps in your shader setup will enhance the tactile realism of grout lines and tile edges without excessive geometry displacement, maintaining optimized performance in real-time engines.

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.


::contentReference[oaicite:0]{index=0}

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