Seamless 3d texture pbr 8k terracotta pieces mosaic with roman style and matte finish free download

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

Preview — Seamless 3d texture pbr 8k terracotta pieces mosaic with roman style and matte finish

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

This seamless 3D texture showcases a meticulously crafted mosaic composed of terracotta pieces arranged in a distinct Roman style pattern. The base material consists primarily of fired clay terracotta shards, exhibiting natural porosity and subtle surface irregularities that reflect the weathering typical of ancient masonry. Each piece features slightly irregular geometric forms, reminiscent of traditional tesserae, set within fine tile grout lines that provide structural cohesion and enhance the overall relief. The matte finish emphasizes the unpolished, earthy character of the terracotta, contributing to an authentic tactile impression while minimizing specular highlights.

The composition incorporates a ceramic substrate bound by mineral-based adhesives, typical of historical mosaic assembly, with the terracotta aggregates displaying a warm palette of earth tones ranging from burnt sienna to ochre and muted reds. These hues are captured in high fidelity across the BaseColor (Albedo) channel, supported by subtle variations and mottling that reveal the natural clay pigments and firing inconsistencies. The Normal and Height maps define the uneven surface relief and grout depth, providing convincing tactile feedback and shadowing in real-time applications. The Roughness map maintains a consistently matte, low-gloss surface with slight variation to simulate minor wear and dust accumulation, while the Metallic channel remains close to zero, reflecting the non-metallic nature of terracotta materials.

Ambient Occlusion enhances the perception of depth around the grout and tile edges, emphasizing the intricate craftsmanship and lending spatial realism. The texture is rendered at an 8K resolution, ensuring exceptional detail suitable for close-up architectural visualizations, historical reconstructions, or digital art projects requiring classical mosaic aesthetics. Optimized for seamless tiling, it supports smooth repetition across various UV scales without visible seams or distortion. This enables efficient utilization in Blender, Unreal Engine, and Unity workflows, where accurate physical-based rendering is essential for achieving photorealistic results.

For practical use, it is recommended to adjust the UV scale carefully to maintain the proportional size of individual terracotta pieces relative to the scene context, preventing an unnatural tiling effect. Additionally, fine-tuning the Roughness parameter can help balance the matte finish based on environmental lighting conditions. When integrating with displacement or parallax occlusion mapping, blending the Height map with the Normal map will enhance the perception of depth without excessive geometry subdivision, preserving performance while maximizing visual fidelity.

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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