Seamless 8k pbr 3d texture of rough distressed handmade terracotta tile with red tones and textured surface free download

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

Preview — Seamless 8k pbr 3d texture of rough distressed handmade terracotta tile with red tones and textured surface

IDseamless-8k-pbr-3d-texture-of-rough-distressed-handmade-terracotta-tile-with-red-tones-and-textured-surface
Tile
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR texture represents a rough, distressed handmade terracotta tile, characterized by warm red tones and a richly textured surface. The tile’s base material is traditional terracotta clay, fired at moderate temperatures to achieve its signature earthy red coloration. The handmade nature of the tile is evident in its irregular geometric form, typically a square or rectangular floor tile with slightly uneven edges and surface imperfections. The substrate contains natural clay minerals combined with organic binders and fine sand aggregates, contributing to a moderately porous structure that exhibits subtle weathering effects such as small cracks, chips, and surface fissures.

The surface finish is matte and unpolished, retaining the tactile roughness and textural variability expected from artisanal terracotta. Pigments derived from iron oxide give the tile its deep red to burnt sienna hues, which are unevenly distributed due to the handmade firing process. This unevenness enhances the authentic distressed look, with occasional darker spots and lighter patches where the clay body is thinner or more exposed. The high-resolution 8K texture maps capture these nuances with exceptional fidelity, revealing fine grain details, surface pits, and subtle tonal gradients that contribute to a lifelike appearance.

In terms of PBR channel representation, the BaseColor (Albedo) map carries the rich red pigments and natural clay variations without baked lighting, allowing for accurate color rendering. The Normal map encodes the rough, uneven surface topology, including cracks and chips, which enhances the tactile realism under dynamic lighting. The Roughness map reflects the matte, non-reflective surface, showing high roughness values with slight variations to mimic worn spots. The Metallic map is uniformly black, as terracotta is a non-metallic ceramic. Ambient Occlusion captures the subtle shadowing within surface crevices and cracks, adding depth. Height or Displacement maps provide finely detailed relief information to simulate the tile’s uneven surface geometry and enhance parallax effects.

This texture is fully optimized for use in Blender, Unreal Engine, and Unity, supporting seamless tiling for large surface coverage without visible repetition. For practical application, adjusting the UV scale to a slightly larger tile size can enhance the perception of the handmade irregularities. Additionally, fine-tuning the roughness channel can help balance realism between matte clay and subtly worn glazes or dirt accumulation. Blending height and normal maps carefully will further improve depth perception, especially in close-up renders or real-time environments with parallax occlusion mapping enabled.

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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