Old Hong Kong and Macau Restaurant Tiles in 70s | Free PBR free download

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

Preview — Old Hong Kong and Macau Restaurant Tiles in 70s | Free PBR

IDold-hong-kong-and-macau-restaurant-tiles-in-70s-free-pbr
Tile
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture captures the authentic appearance of old Hong Kong and Macau restaurant tiles from the 1970s, showcasing the distinctive ceramic composition typical of that era. The base material is a dense, mineral-rich ceramic substrate, fired at high temperatures to achieve durability and slight porosity. Traditional binders and natural clays contribute to the tile’s structural integrity, while fine aggregates create subtle grain and texture variations visible across the surface. The tiles exhibit signs of natural weathering and mild wear consistent with decades of use, including faint surface scratches and softened edges. The finish is a semi-gloss glaze with slight imperfections, reflecting the handcrafted production methods prevalent in mid-20th century Asian eateries. Pigments embedded within the glaze include muted earth tones and faded pastel colors, achieved via oxide layers and mineral dyes, which lend the tiles their nostalgic aesthetic and subtle color shifts under varying light conditions.

All material characteristics are meticulously represented in the PBR channels to ensure photorealistic rendering. The BaseColor (Albedo) map reflects the tile’s aged ceramic hues and glaze discolorations, while the Normal map captures the intricate surface details such as tiny cracks, chips, and grain texture. The Roughness channel is calibrated to represent the semi-gloss finish with slight matte areas where wear has dulled the surface, and the Metallic channel remains near zero, accurately portraying the non-metallic ceramic nature. Ambient Occlusion enhances shadowing in crevices and edges, emphasizing depth and realism. Height/Displacement maps simulate the subtle relief of glaze thickness variations and surface imperfections, adding tactile dimension especially effective in close-up renders.

Rendered at an ultra-high resolution of 8K, this texture is optimized for use in Blender, Unreal Engine, and Unity, making it ideal for architectural visualizations, game environments, and historical reconstructions requiring authentic period materials. Practical application advice includes adjusting the UV scale to capture the correct tile size relative to your scene, ensuring the vintage pattern remains visually coherent. Additionally, fine-tuning the roughness parameter can help replicate different lighting conditions—lower roughness for polished, recently cleaned tiles, or higher for aged, weathered surfaces. This texture provides a versatile, high-quality resource for recreating the iconic ambiance of mid-century Hong Kong and Macau restaurant interiors with unmatched realism and detail.

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.