Seamless 3d texture pbr 8k terracotta tiles with earth tones and matte finish for warm rustic floors free download

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

Preview — Seamless 3d texture pbr 8k terracotta tiles with earth tones and matte finish for warm rustic floors

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

This seamless 3D texture features terracotta tiles arranged in a classic square pattern, showcasing warm earth tones that range from deep burnt sienna to soft ochre. The tiles are crafted from a clay-rich substrate, which is traditionally fired at high temperatures to achieve their characteristic hardness and color variation. The surface exhibits a matte finish, achieved through a natural, unglazed treatment that retains a subtle roughness, enhancing the rustic, handcrafted appeal. Between the tiles, a rough grout composed of coarse sand and lime-based binders emphasizes the material’s porous, weathered nature, lending authenticity and tactile depth to the overall composition.

The texture’s physical properties are meticulously captured using physically based rendering (PBR) techniques, optimized at an 8K resolution to ensure exceptional detail and clarity. The BaseColor (Albedo) map accurately conveys the warm, uneven pigmentation inherent to terracotta, while the Normal map highlights the subtle surface irregularities and tile edges, adding realism to lighting and shading effects. The Roughness map reflects the matte, slightly granular surface, avoiding any specular glossiness to maintain the natural, earthy aesthetic. Metallic values are negligible, consistent with ceramic materials, and Ambient Occlusion enhances depth perception around grout lines and tile borders. Height and Displacement maps simulate the slight elevation differences and surface texture variations, reinforcing the handcrafted quality of the tiles and grout.

Designed for seamless tiling, this texture is ideal for large-scale rustic or heritage floor surfaces without visible repetition, suitable for applications in Blender, Unreal Engine, and Unity. Its realistic depiction of terracotta’s porous, fired clay material makes it a natural choice for environments seeking warmth and authenticity, such as country homes, artisan workshops, or Mediterranean-inspired interiors. The rough grout detail further supports visual storytelling by emphasizing the handmade construction process typical of traditional terracotta flooring.

For practical use, when applying this texture, consider adjusting the UV scale to maintain the natural tile size, preventing distortion or unnatural pattern repetition. Fine-tuning the Roughness map can help achieve the desired balance between matte and subtle sheen, depending on lighting conditions. Additionally, blending Height and Normal maps carefully will enhance depth perception and surface detail without causing artifacts, especially in close-up renders or interactive real-time environments.

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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