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

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

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

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

This seamless 3D texture showcases a meticulously crafted mosaic pattern composed of terracotta tiles arranged in a classic square grid. Each tile exhibits a rustic, handcrafted quality typical of Mediterranean ceramics, with subtle variations in thickness and edge wear that enhance the natural authenticity of the material. The base substrate is a dense, fired clay body, imbued with iron oxide pigments that produce the warm earth tones ranging from deep burnt sienna to soft ochre. The tiles’ surface finish is matte with slight textural irregularities, reflecting a lightly brushed treatment that preserves the porous nature of terracotta while preventing excessive gloss. These surface details are essential for the PBR workflow, where the BaseColor channel captures the rich, variegated hues and subtle mottling, while the Normal and Height maps define the fine relief of surface imperfections, chipped edges, and the gentle undulations that simulate handcrafted artistry.

The grout between tiles is rendered as a textured, weathered mortar with a slightly rough finish, exhibiting small cracks and micro-porosity that suggest natural aging and exposure to outdoor elements. This grout layer acts as a visual and physical binder between the terracotta elements, composed primarily of lime and sand aggregates, which create a muted gray-beige tone that complements the warm tiles. The Ambient Occlusion map intensifies the shadowing around grout lines and tile edges, enhancing depth perception and emphasizing the mosaic’s three-dimensional form. The Roughness channel is carefully calibrated to reflect the contrasting tactile qualities: the terracotta tiles maintain a medium roughness, indicative of their semi-porous clay surface, while the grout appears slightly rougher to convey its cementitious texture. Metallic values are near zero, consistent with the non-metallic ceramic and mortar materials.

Rendered in pristine 8K resolution, this texture is optimized for physically based rendering workflows and is fully compatible with Blender, Unreal Engine, and Unity. The high resolution ensures that every nuance—from the fine grain of the clay body to the subtle weathering on the grout—is preserved, allowing for close-up inspection without loss of detail. The texture’s seamless design enables effortless tiling across large surfaces, making it ideal for Mediterranean style interiors, rustic exterior walls, or even stylized game environments requiring authentic natural stone and ceramic materials. The Height map supports displacement or parallax effects to enhance the perception of depth and surface complexity, while the Normal map provides additional micro-detail that responds accurately to dynamic lighting conditions.

For practical application, adjusting the UV scale to match real-world tile dimensions will maintain the texture’s natural proportions and prevent distortion. When fine-tuning roughness values, slightly lowering the grout roughness can simulate occasional polishing or wear, adding subtle variation that enhances realism. Combining the height map with normal map blending can yield a more convincing tactile surface, especially on close camera angles where the interplay of light and shadow reveals the mosaic’s detailed form. This texture offers a comprehensive, photorealistic solution for projects demanding authentic terracotta mosaic materials with rich earth tones and tactile surface qualities.

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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