Seamless 3d texture pbr 8k terracotta tiles mosaic with matte finish and rustic earth tones palette free download

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

Preview — Seamless 3d texture pbr 8k terracotta tiles mosaic with matte finish and rustic earth tones palette

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

This seamless 3D texture showcases a meticulously crafted mosaic of terracotta tiles, rendered in an impressive 8K resolution to capture every fine detail. The base material consists predominantly of natural fired clay terracotta, known for its warm, earthy hues and porous structure. Each tile exhibits a slightly irregular rectangular form, arranged in a traditional mosaic pattern that emphasizes handcrafted authenticity. The substrate relies on a dense ceramic body, with iron oxide pigments providing the characteristic rustic earth tone palette ranging from deep ochres to muted burnt siennas. The tiles’ surfaces reveal subtle grain and fine sand aggregates embedded within the clay, contributing to the tactile roughness and natural imperfections visible in the normal and height maps.

The texture’s matte finish results from the absence of glazing, allowing the raw, unpolished clay to express its inherent porosity and weathering effects. This finish is captured through the roughness map, which maintains high values to simulate the diffuse reflection typical of unsealed terracotta surfaces. The grout lines between tiles exhibit a slightly eroded, weathered appearance, with a mix of fine sand and lime binder simulated in the ambient occlusion and displacement channels to give a sense of depth and age. The metallic map remains near zero throughout, reflecting the non-metallic nature of ceramic materials. This combination of PBR channels ensures photorealistic rendering of surface irregularities, subtle shadowing in crevices, and realistic light diffusion across the textured surface.

Designed for seamless tiling, this texture is optimized for real-time engines such as Unreal Engine and Unity, as well as offline renderers like Blender’s Cycles and Eevee. The high-resolution 8K detail supports close-up views without loss of clarity, making it ideal for architectural visualizations, outdoor patios, or interior spaces inspired by Mediterranean or rustic design themes. The normal and height maps work in tandem to provide convincing surface relief, while the roughness map allows fine-tuning of the matte finish to suit different lighting environments.

For practical application, adjusting the UV scale is recommended to ensure the mosaic pattern remains visually consistent and proportional to the modeled surface. Additionally, blending the height and normal maps can enhance the perception of tile edges and grout depth, especially in scenes with dynamic lighting. Modulating roughness can further tailor the worn, weathered look, allowing for variations from slightly smoother to more textured finishes depending on environmental context.

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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