This seamless 3D texture presents a photorealistic depiction of glossy ceramic tiles in stunning 8K resolution, ideal for PBR workflows in Unreal Engine, Blender, and Unity. The base material is a fine-grained ceramic substrate characterized by a smooth, highly polished surface finish that reflects light with realistic glossiness. Subtle chalk paint residue overlays the tiles, adding faint, weathered white patches that evoke a natural aging process. Underneath these soft paint splatters and chalky deposits, slight cracking and minor imperfections in the ceramic body reveal authentic signs of wear, enhancing the texture’s realism and depth. The interplay of these elements creates a visually rich surface that balances the shiny ceramic finish with delicate weathering details, perfect for high-end architectural visualizations and product designs requiring detailed, natural-looking ceramic materials.
In the PBR texture channels, the BaseColor/Albedo map captures the nuanced variations of glossy ceramic hues combined with the chalky white residue and subtle discolorations from aging. The Normal map faithfully represents the fine surface cracks, paint splatters, and slight tile edges, providing realistic shading and depth. Roughness values vary across the tiles, with the ceramic areas exhibiting low roughness for a polished look, while the chalk paint and weathered spots feature higher roughness to simulate faded, matte patches. The Metallic channel remains minimal or zero, consistent with non-metallic ceramic materials. Ambient Occlusion enhances the perception of cracks and grout lines by simulating soft shadowing in recessed areas. Height/Displacement maps offer gentle relief for the subtle surface irregularities, improving parallax and tactile realism in close-up renders.
This texture’s seamless design ensures flawless tiling on large surfaces without visible edges, making it highly suitable for expansive architectural environments or product mockups. It is optimized for 8K resolution, allowing for exceptional detail and clarity even in extreme close-ups. For best results, users are advised to adjust the UV scale depending on the project’s scale—larger UVs bring out the fine paint residue and crack details more prominently. Additionally, fine-tuning the roughness channel can help balance the glossiness and matte effects, enhancing the material’s authenticity under varied lighting conditions. This glossy ceramic tile texture with faint chalk paint residue provides a versatile and realistic material foundation for any scene requiring sophisticated, naturally aged ceramic surfaces.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
