Seamless 3d texture pbr 8k terracotta pieces mosaic with earth tones and rough texture free download

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

Preview — Seamless 3d texture pbr 8k terracotta pieces mosaic with earth tones and rough texture

IDseamless-3d-texture-pbr-8k-terracotta-pieces-mosaic-with-earth-tones-and-rough-texture
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture features a meticulously crafted mosaic composed of terracotta pieces arranged in an irregular, organic pattern. The base material is natural terracotta clay, fired to achieve a porous, weathered surface that retains subtle variations in earth tones—from warm ochres and burnt siennas to muted browns and soft reds. The individual pieces exhibit rough textures with slight surface imperfections and chipping, enhancing the authenticity of the material. These irregular shapes are embedded within a grayish tile grout substrate, which acts as a binder filling the gaps and providing structural cohesion. This grout layer simulates fine aggregates and mineral fillers, contributing to the mosaic’s tactile relief and depth.

The material’s composition reflects traditional ceramic craftsmanship, where the terracotta pieces are shaped and fired, then set onto a mortar base. The rough matte finish results from the unglazed clay surface, which is naturally porous and exhibits subtle micro-roughness. This finish minimizes specular highlights, emphasizing diffuse reflection and lending a handcrafted, rustic character. The surface displays notable relief and unevenness, captured through detailed height and normal maps. These maps enhance the perception of depth and surface irregularities, accurately reproducing the mosaic’s tactile qualities.

In the PBR workflow, the BaseColor (Albedo) map captures the authentic earth tone pigments inherent in fired clay, preserving the nuanced color gradients and slight weathering effects. The Normal map encodes the surface relief of both the terracotta pieces and the recessed grout lines, providing pronounced bump detail without geometric complexity. The Roughness map defines the matte, non-reflective quality of the surface, with higher roughness values over the clay pieces and subtly varied roughness around the grout to simulate slight moisture retention or wear. The Metallic map is consistently zero, as terracotta and grout are non-metallic materials. Ambient Occlusion emphasizes the depth in grout crevices and the edges of the terracotta shards, enhancing shadowing and realism. Height/Displacement maps further refine the mosaic’s surface geometry, allowing for parallax or tessellation effects in supported engines.

This texture is captured and processed at an ultra-high 8K resolution, ensuring exceptional detail and clarity for close-up renders. It is fully optimized and seamless, ideal for use in Blender, Unreal Engine, and Unity. Its tileable nature permits large-scale application without visible seams, suitable for architectural visualizations, game environments, or digital art projects requiring a natural stone mosaic look. For optimal results, adjust the UV scale to balance tile size relative to the scene context, and fine-tune roughness values to simulate varying degrees of surface weathering. Additionally, blending height and normal maps can enhance the perception of depth when used with displacement or parallax effects, providing a convincing handcrafted terracotta mosaic surface.

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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