Seamless 8k pbr 3d texture of glossy glazed ceramic tile with black and white monochrome herringbone pattern free download

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

Preview — Seamless 8k pbr 3d texture of glossy glazed ceramic tile with black and white monochrome herringbone pattern

IDseamless-8k-pbr-3d-texture-of-glossy-glazed-ceramic-tile-with-black-and-white-monochrome-herringbone-pattern
Tile
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8k PBR 3D texture showcases a meticulously crafted ceramic tile surface featuring a classic black and white monochrome herringbone pattern. The tiles are made from a fine-grained, high-quality ceramic substrate, composed primarily of refined kaolin clay mixed with silica and feldspar. These raw materials are combined with natural binders and sintered at high temperatures to achieve a dense, durable body with minimal porosity, ensuring resistance to wear and moisture ingress. The geometric herringbone layout consists of slender rectangular tiles arranged diagonally to create the characteristic zigzag pattern, lending a timeless and sophisticated form to interior surfaces.

The surface finish is a glossy, glazed coating applied through a vitrification process, resulting in a smooth, reflective layer that enhances both aesthetics and functionality. This glaze incorporates colorants that produce the crisp black and white tones, with pigments evenly dispersed to maintain uniformity across the tile. The glossy finish contributes to lower roughness values in the PBR material settings, delivering realistic light reflections and subtle specular highlights. The Normal and Height maps capture fine details such as the slight beveling of tile edges and the gentle undulations of the glaze, adding depth and tactile realism to the digital material.

In terms of PBR workflow, the BaseColor (Albedo) map defines the stark contrast between the black and white tiles, faithfully reproducing the monochrome palette without color bleeding. The Roughness map reflects the glazed surface’s smoothness, producing low micro-surface scattering for a polished look. The Metallic channel is kept at zero, as ceramic tiles are non-metallic, while the Ambient Occlusion map emphasizes the subtle shadowing around tile joints and grout lines, enhancing depth perception. The Height/Displacement map provides gentle relief to simulate the tile edges and grout recesses, contributing to photorealistic renderings in environments requiring close-up detail.

Rendered at an 8k resolution, this texture is optimized for seamless tiling and is fully compatible with major 3D platforms such as Blender, Unreal Engine, and Unity. The high resolution ensures exceptional detail retention even in large-scale scenes or close camera views, making it suitable for modern indoor applications like kitchen backsplashes, bathroom walls, or feature accent surfaces. For practical usage, adjusting the UV scale to slightly enlarge the tile pattern can help maintain the crispness of the herringbone layout on expansive surfaces, while fine-tuning the roughness map can adapt the glossiness to different lighting conditions or stylistic preferences. Additionally, blending the Height map with Normal mapping can enhance surface intricacies without increasing mesh complexity.

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.