Hexagon Tiles Satin Glaze free download

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

Preview — Hexagon Tiles Satin Glaze

IDhexagon-tiles-satin-glaze
Ceramic-tile
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The hexagon tiles satin glaze texture is a premium ceramic-tile surface meticulously engineered to deliver exceptional realism and quality for your 3D projects. At its core this material simulates a durable ceramic substrate composed of finely milled mineral aggregates carefully bound by heat-cured glazes that produce a smooth yet subtly textured satin finish. The glaze layer’s controlled porosity balances light diffusion and reflection creating a soft elegant sheen instead of a high-gloss glare. Embedded pigments and oxide layers within the glaze provide rich consistent coloration with slight tonal variations authentically replicating the subtle imperfections and depth found in real ceramic-tile manufacturing. This intricate composition is faithfully represented across the texture’s PBR channels: the BaseColor/Albedo map reveals nuanced color gradients and pigment depth while the Normal map captures the gentle undulations and sharp hexagonal edges typical of tile geometry.

Supporting a comprehensive PBR workflow this seamless hexagon tiles satin glaze texture includes Roughness Metallic Ambient Occlusion and Height/Displacement maps to enhance material realism under dynamic lighting conditions. The Roughness channel controls the satin finish’s soft reflectivity preventing harsh highlights and maintaining the natural luster characteristic of glazed ceramics. The Ambient Occlusion map adds depth by accentuating tile intersections and crevices enhancing dimensionality. The Height/Displacement map simulates subtle surface relief and edge chamfers enriching tactile depth and the interplay of light and shadow. The Metallic map remains minimal accurately reflecting the non-metallic ceramic base to ensure physically correct rendering responses. Rendered at ultra-high resolution up to 8K this tileable hexagon tiles satin glaze texture maintains exceptional detail and clarity even across large surfaces without visible seams or repetitive patterns.

Designed for seamless integration with popular 3D software such as Blender Unreal Engine and Unity this AI texture hexagon tiles satin glaze requires minimal setup while delivering professional-grade visual fidelity. For optimal results it is recommended to adjust the UV scale to balance texture detail with project performance especially when applied over expansive areas. Additionally fine-tuning the Roughness map allows precise control over the satin glaze’s subtle reflections enabling customization of the finish’s softness to suit varying lighting environments and artistic styles. The included interactive 3D preview facilitates accurate assessment of material properties making this ceramic-tile texture an ideal choice for designers seeking to elevate realism in architectural visualization interior design and game asset creation.

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.