Archviz Ceramic Substance Designer Subway Tiles — Seamless PBR Texture free download

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

Preview — Archviz Ceramic Substance Designer Subway Tiles — Seamless PBR Texture

IDarchviz-ceramic-substance-designer-subway-tiles
Ceramic-tile
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Ceramic Substance Designer Subway Tiles texture is meticulously crafted to replicate the authentic material composition and surface qualities of classic ceramic subway tiles widely used in architectural visualization. The base substrate consists of a fine-grained ceramic matrix formed by high-temperature firing that fuses mineral components into a dense vitrified structure with minimal porosity. This process creates a smooth non-porous surface that resists moisture penetration and enhances durability. The tiles feature a subtly polished finish with a gentle glossy sheen typical of glazed ceramics achieved through multiple layers of glaze and binders. Pigmented oxide layers imbue the tiles with a consistent pale color tone while the interplay of glaze and binder layers contributes to the richness and subtle translucency visible in the BaseColor and Albedo maps. The grain orientation remains uniform throughout reflecting the precise manufacturing methods of traditional subway tiles while slight edge wear and carefully integrated grout details add realism without disrupting the seamless tiling effect.

This seamless PBR texture set includes all essential texture maps optimized for physically based rendering workflows. The BaseColor map accurately conveys the ceramic’s pale glazed color while the Normal map captures delicate surface relief including tile edges and grout depth. The Roughness map illustrates the polished yet subtly varied surface reflectance reflecting slight micro-roughness and wear typical of real subway tiles. The Metallic channel is set to zero consistent with the non-metallic nature of ceramic materials. Ambient Occlusion subtly enhances shadowing in crevices and grout lines adding depth and realism. Height and Displacement maps emphasize fine surface undulations and slight edge bevels providing enhanced dimensionality when used in parallax or displacement workflows. All maps are available in up to 8K resolution ensuring exceptional detail and visual fidelity suitable for large-scale surfaces in high-end archviz projects. The texture is fully compatible and prepared for seamless integration with popular real-time and offline render engines such as Blender (Cycles and Eevee) Unreal Engine and Unity supporting consistent color space and gamma settings tailored to your project pipeline.

For optimal results in your architectural visualization scenes it is recommended to carefully adjust the UV scale to maintain realistic tile dimensions and avoid repetitive patterning or visual distortion. Slight tuning of the Roughness map can simulate varying degrees of surface wear or glossiness adapting the appearance to different lighting conditions and usage scenarios. Utilizing the Height or Parallax maps subtly enhances depth perception without imposing significant performance costs making this texture an ideal choice for both photorealistic archviz renderings and efficient game engine applications. This designer ceramic subway tiles texture set offers a high-quality versatile material solution that faithfully replicates the classic subway tile aesthetic while supporting diverse rendering workflows with ease and precision.

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.