Vintage Tile Texture with Hexagonal Pattern for Restaurants | Free PBR free download

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

Preview — Vintage Tile Texture with Hexagonal Pattern for Restaurants | Free PBR

IDvintage-tile-texture-with-hexagonal-pattern-for-restaurants-free-pbr
Tile
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This vintage tile texture features a distinctive hexagonal pattern commonly found in classic restaurant flooring, offering an authentic and timeless aesthetic. The base substrate is ceramic, known for its durability and natural porosity, which allows subtle weathering effects such as minor cracks, chips, and surface dirt to accumulate over time. These imperfections are captured in high detail, revealing the age and character of each tile upon close examination. The binder is a traditional mineral-based grout that has slightly darkened with wear, contributing to the overall vintage feel. The surface finish exhibits a matte, slightly rough texture due to years of foot traffic and cleaning, with muted earth tones enhanced by natural oxide pigments and subtle mineral deposits that simulate genuine ceramic aging.

In the PBR workflow, this texture’s BaseColor (Albedo) channel displays the nuanced color variations and dirt deposits on the tiles, while the Normal map accentuates the fine cracks, grout lines, and surface irregularities. The Roughness map effectively conveys the worn matte finish, balancing smooth tile surfaces with rougher edges and dirt patches. There is minimal Metallic content, reflecting the ceramic nature of the material, and the Ambient Occlusion channel emphasizes the grout depth and accumulated grime in recesses. The Height/Displacement map enhances the subtle relief of the hexagonal pattern and surface damage, providing a realistic sense of depth and tactility. This texture is available in up to 8K resolution, ensuring crisp detail for close-up renders and is fully optimized for use in Blender, Unreal Engine, and Unity projects.

Besides its obvious suitability for restaurant floors, this vintage hexagonal tile texture also works excellently for home flooring applications, adding a nostalgic charm to kitchens, foyers, or bathrooms. For best results in 3D applications, it is advisable to adjust the UV scale to avoid repetitive patterns, and fine-tune the roughness values to match desired wear levels—reducing roughness slightly can simulate polished areas, while increasing it emphasizes dirt and weathering. Utilizing the height map with subtle parallax mapping can further enhance realism by giving depth to tile edges and grout lines without excessive geometry. This texture combines authentic material composition and advanced PBR detailing, making it a versatile and high-quality asset for architectural visualization and game environments alike.

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.


::contentReference[oaicite:0]{index=0}

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