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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)
| Material | Notes |
|---|---|
| Concrete | Cast concrete with mottling, fine aggregate, pores and faint stains |
| Plaster | Hand-troweled plaster with overlapping trowel passes and burnished areas |
| Terrazzo | Polished terrazzo with marble, granite and coloured stone chips in four sizes |
| Brushed Metal | Anisotropic brushed steel with long streaks and fine scratches (metallic) |
| Rusted Metal | Bare steel with flaking, raised rust patches, pitting and tarnish halos (metallic) |
| Wood Planks | Staggered floor boards: per-board grain, colour and ring pattern, bevels and gaps |
| Oak Grain | Flat-sawn oak: growth rings, cathedral figure, open pores and ray flecks |
| Brick | Running-bond red brick: per-brick colour variation, chipped edges, recessed mortar |
| Cobblestone | Granite setts laid in courses: rounded stones, dirt-filled joints |
| Sand | Fine sand with wind ripples and mixed light/dark grains |
| Gravel | Layered rounded pebbles in mixed greys and browns over soil |
| Moss Ground | Soil and small stones with cushions of moss in irregular clumps |
| Fabric Weave | Plain-weave natural linen/canvas with over/under threads, twist and slubs |
| Leather | Brown pebble-grain leather with soft creases |
| Marble | Polished white marble with grey veins and fine hairline veining |
| Ceramic Tiles | Glazed 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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