Seamless 8k pbr 3d texture of glazed porcelain subway tile with smooth glossy finish and thin grout free download

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

Preview — Seamless 8k pbr 3d texture of glazed porcelain subway tile with smooth glossy finish and thin grout

IDseamless-8k-pbr-3d-texture-of-glazed-porcelain-subway-tile-with-smooth-glossy-finish-and-thin-grout
Tile
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR 3D texture represents a classic subway tile pattern composed of glazed porcelain tiles arranged in a staggered brick-like formation. Each tile features a smooth, rectangular form with precise edges and a slightly beveled profile, creating subtle depth and dimension when rendered. The porcelain base is a dense ceramic material made from refined clay mixed with kaolin and feldspar, fired at high temperatures to achieve exceptional hardness and low porosity. This results in a highly durable, water-resistant substrate ideal for indoor wall applications. The glaze, a thin glassy coating applied during firing, provides the tiles with their signature glossy finish and smooth tactile feel, enhancing light reflection for a polished appearance.

The thin grout lines between tiles are carefully modeled to maintain a minimalist aesthetic, emphasizing clean separations without overpowering the tile surface. These grout channels mimic a cementitious binder with fine mineral aggregates, exhibiting low roughness and slight color variation to suggest subtle wear and realistic joint definition. The texture’s material composition is articulated through PBR channels: the BaseColor (Albedo) channel captures the porcelain’s consistent off-white tone with mild shading variations, while the Normal map encodes the tile edges, bevels, and grout depth, imparting tactile relief. The Roughness map highlights the contrast between the glossy tile surface—showing low roughness values—and the matte grout lines with slightly higher values to simulate diffused reflection. Metallic is set to zero, as porcelain is non-metallic, and Ambient Occlusion enhances shadowing in grout recesses and tile edges, adding dimensionality. The Height/Displacement map subtly reinforces the tile relief for accurate parallax effects.

Rendered at 8K resolution, this texture provides exceptional detail, capturing micro-surface imperfections and glaze reflections crucial for photorealism in 3D visualizations. It is fully optimized for use in Blender, Unreal Engine, and Unity, ensuring compatibility with physically based rendering workflows and real-time applications alike. The seamless design allows for infinite tiling without visible repetition or seams, making it versatile for covering large indoor surfaces such as kitchen backsplashes, bathroom walls, or decorative niches.

For practical usage, it is advisable to carefully adjust the UV scale to match real-world subway tile dimensions—typically around 3x6 inches—to preserve proportion and avoid distortion. Additionally, fine-tuning the roughness map can help balance the level of glossiness depending on lighting conditions, while blending the height map with normal maps can enhance edge definition without excessive geometric displacement, optimizing performance in game engines and renderers.

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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.