Seamless 3d texture pbr 8K subway tile wall with glazed tile finish and polished concrete base photorealistic free download

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

Preview — Seamless 3d texture pbr 8K subway tile wall with glazed tile finish and polished concrete base photorealistic

IDseamless-3d-texture-pbr-8k-subway-tile-wall-with-glazed-tile-finish-and-polished-concrete-base-photorealistic
Wall
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents an exquisitely detailed 8K resolution depiction of a classic subway tile wall perfectly engineered for physically based rendering (PBR) workflows in Blender Unreal Engine and Unity. The texture features rectangular glazed tiles crafted from a refined ceramic substrate primarily composed of high-quality clay enriched with kaolin and aluminosilicates. These tiles are arranged in a traditional horizontal brick pattern their smooth glossy surface achieved through a silica-based glaze that offers a subtly reflective finish. This glaze incorporates delicate color variations and glazing imperfections authentically replicating real-world firing and production effects. Narrow precisely formed grout lines made from cementitious binders mixed with fine sand and carefully selected pigments provide consistent coloration and low porosity enhancing the texture’s realism and durability while emphasizing the tactile nature of the tiled surface.

Beneath the glazed subway tiles lies a polished concrete base that introduces a complementary material contrast. This base is composed of a dense cement matrix combined with finely crushed aggregates such as quartz and limestone which are ground and polished to reveal a smooth gently reflective surface. The micro-roughness and subtle tonal variations of the concrete base arise from embedded mineral particles delivering a natural tactile appearance without harsh reflections. These material qualities—glazed ceramic tiles and polished concrete—are meticulously captured across all PBR texture channels. The BaseColor (Albedo) map faithfully reproduces the whites and off-whites of the glazed tiles with faint mottling alongside the muted greys and mineral flecks of the concrete base. The Normal map encodes fine surface details including tile edges grout recesses and the polished concrete’s micro-texture while Roughness values clearly distinguish between the mirror-like sheen of the glazed tile finish and the softer diffused reflection of the concrete. Both materials exhibit metallic values near zero consistent with their non-metallic nature. Ambient Occlusion enhances depth perception around grout lines and aggregate clusters and the Height/Displacement map adds subtle parallax effects to tile edges and grout lines boosting the three-dimensional realism when used with compatible shaders.

Optimized for seamless tiling this 8K resolution PBR texture ensures exceptional fidelity and versatile application across various rendering engines and real-time environments. To achieve the best results it is advisable to carefully adjust the UV scale to preserve realistic subway tile dimensions and fine-tune roughness parameters to suit specific lighting conditions avoiding overly glossy or unnaturally flat finishes. Incorporating height or parallax mapping further enhances the tactile illusion of grout depth and tile relief making this texture an excellent choice for architectural visualizations and interior design projects that demand photorealistic detail material accuracy and efficient workflow compatibility with Blender Unreal Engine and Unity.

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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