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Interactive 3D preview (reduced-detail model, 24,320 triangles · 98 × 98 × 20 cm). The downloadable files are the full-resolution originals.

Description

Seamless PBR Texture Pack: 16 Materials

Sixteen tileable PBR materials at 2048 × 2048, ready for Blender, Unity, Unreal Engine, Godot and any PBR renderer. Every map tiles seamlessly on both axes: they are built from periodic noise, so tiling is exact by construction, not patched with offset-and-clone. Seams were checked numerically and by eye with 2 × 2 tiling.

What's included (16 materials)

MaterialNotes
ConcreteCast concrete with mottling, fine aggregate, pores and faint stains
PlasterHand-troweled plaster with overlapping trowel passes and burnished areas
TerrazzoPolished terrazzo with marble, granite and coloured stone chips in four sizes
Brushed MetalAnisotropic brushed steel with long streaks and fine scratches (metallic)
Rusted MetalBare steel with flaking, raised rust patches, pitting and tarnish halos (metallic)
Wood PlanksStaggered floor boards: per-board grain, colour and ring pattern, bevels and gaps
Oak GrainFlat-sawn oak: growth rings, cathedral figure, open pores and ray flecks
BrickRunning-bond red brick: per-brick colour variation, chipped edges, recessed mortar
CobblestoneGranite setts laid in courses: rounded stones, dirt-filled joints
SandFine sand with wind ripples and mixed light/dark grains
GravelLayered rounded pebbles in mixed greys and browns over soil
Moss GroundSoil and small stones with cushions of moss in irregular clumps
Fabric WeavePlain-weave natural linen/canvas with over/under threads, twist and slubs
LeatherBrown pebble-grain leather with soft creases
MarblePolished white marble with grey veins and fine hairline veining
Ceramic TilesGlazed sage-green tiles (4 × 4 per texture), rounded edges, grout

Maps per material

  • Albedo: 8-bit sRGB, no baked lighting or AO
  • Normal: OpenGL convention (+Y), 8-bit (flip the green channel for DirectX / Unreal)
  • Roughness: 8-bit linear
  • Height: 16-bit grayscale, for displacement or parallax
  • Ambient Occlusion: 8-bit, derived from the height map
  • Metallic: 8-bit, included for Brushed Metal and Rusted Metal (all other materials are non-metals, so metallic = 0)

82 PNG files in total (5 maps × 16 materials + 2 metallic maps), all 2048 × 2048. They're organised in one folder per material: Textures/<material>/<material>_<map>.png.

Specs

  • Resolution: 2048 × 2048 px (2K) for every map
  • Format: PNG (lossless). Height is 16-bit, all other maps are 8-bit
  • Seamless / tileable on both axes
  • Metal/roughness PBR workflow
  • Fully procedural: no photo scans and no AI-generated imagery

How to use

  • Blender: Principled BSDF. Set albedo to sRGB and everything else to Non-Color. Run the normal map through a Normal Map node. Height can optionally drive a Displacement node.
  • Unity: Use the normal map as-is (Unity is OpenGL). URP/Built-in Lit reads smoothness from the metallic map's alpha, so set it to inverted roughness. HDRP needs a Mask Map (R metallic, G AO, B detail, A smoothness). The README explains the packing.
  • Unreal Engine: Tick Flip Green Channel on the normal map. You can optionally pack ORM (R AO, G roughness, B metallic) to save texture samplers.
  • Godot 4: StandardMaterial3D. The normal map can be used as-is (OpenGL).

Full instructions and suggested real-world tile sizes are in the included README.txt.

Technical details

Formats
PNG
Software
Blender, Substance Painter, Photoshop
Provenance
Procedural
AI training
prohibited
Engine
unity, unreal-engine, godot
Engine version
Any (PNG maps)
Render pipeline
built-in, urp, hdrp, forward, deferred
Target platform
pc, console, mobile, vr, web

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