Seamless 8k pbr 3d texture of rough unglazed clay tile with aged distressed surface in earth tones free download

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

Preview — Seamless 8k pbr 3d texture of rough unglazed clay tile with aged distressed surface in earth tones

IDseamless-8k-pbr-3d-texture-of-rough-unglazed-clay-tile-with-aged-distressed-surface-in-earth-tones
Tile
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR 3D texture depicts a rough, unglazed clay tile characterized by an aged and distressed surface, rendered in a palette of natural earth tones. The tile's base material is traditional earthenware clay, formed into square or rectangular floor tiles with subtle geometric variations that mimic handcrafted production. The substrate comprises finely ground clay mixed with natural binders and minimal additives, resulting in a porous, matte surface that has weathered naturally over time. Small aggregates and grains embedded within the clay create a tactile roughness, while the lack of glazing ensures a raw, unpolished finish that highlights textural imperfections such as chips, cracks, and surface erosion typical of outdoor use.

The texture’s surface finish is notably matte and unrefined, emphasizing the authentic rustic aesthetic of aged terracotta. Weathering effects are evident through gentle discolorations and subtle staining in warm browns, ochres, and muted reds, reflecting natural mineral pigments within the clay body. These variations contribute to the organic feel and depth of the material, which is carefully captured across the PBR channels. The BaseColor (Albedo) map presents the earth tone variations and pigment distribution, while the Normal map accentuates the tactile roughness, micro-cracks, and subtle embossing of the tile edges. The Roughness map is tuned to reflect the matte, non-reflective quality, avoiding any glossiness, and the Metallic map is effectively black, consistent with the non-metallic clay composition. Ambient Occlusion enhances the perceived depth in crevices and chipped areas, and the Height/Displacement map adds realistic surface relief, emphasizing worn edges and surface undulations.

Rendered at an ultra-high 8K resolution, this texture is optimized for seamless tiling, ensuring no visible repetition or seams in large-scale applications. Its high fidelity makes it suitable for detailed close-ups and large environmental scenes alike. It is fully compatible with major 3D rendering engines and software, including Blender, Unreal Engine, and Unity, supporting physically based rendering workflows. The texture’s real-world scale and accurate surface detail allow for convincing integration within both interior and exterior visualizations, particularly for vintage or rustic architectural projects.

For practical application, it is advisable to carefully adjust the UV scale to maintain the realistic proportions of tile joints and surface details. When tuning the roughness, slight variation can be introduced to simulate different degrees of weathering or dirt accumulation. Additionally, blending the Height/Displacement map with the Normal map can enhance depth perception without excessive geometry subdivision, optimizing performance in real-time engines while preserving the material’s tactile quality.

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.