Seamless blue pool mosaic tiles texture in stack bond, 23 × 23 mm tiles with 2 mm off-white grout, shown as a 3×3 repeat
Shown as a 3×3 repeat. The outlined square is one repeat: 400 × 400 mm.
TileSeamlessPBR

Blue pool mosaic tiles texture

One repeat = 400 × 400 mmTile size: 23 × 23 mm

Opens this texture in Grain. No account needed.

Use in GridSnap: choose where to apply it in your floor plan. Opens the floor-plan editor in a new tab.

Free for personal and commercial use under the Gridsnap Texture Licence. No attribution required.

Glazed 25 mm mosaic in mixed blues with white grout, for swimming pools, showers and wet rooms.

Free download

Other formats

Real-world scale

One repeat = 400 × 400 mm

Every size on this page comes from the recipe the texture was generated from, not from measuring a photo. Set the texture size in your application to 400 mm × 400 mm (0.4 m × 0.4 m) and every joint, board or chip comes out at its real size.

Colours

Specifications of Blue pool mosaic tiles
One repeat400 × 400 mm
Tile size23 × 23 mm
Grout joint2 mm wide, 1 mm deep
BondStack bond (grid)
Tiles per repeat16 across × 16 courses
FinishGloss
Relief depth1.2 mm
Mapsbase colour, normal, roughness, AO, 16-bit height
Resolutions1024 px, 2048 px
Revisionr1 · 13 October 2026

How to use it in Blender, SketchUp, Unreal and Twinmotion

The ZIP holds unpacked PNG maps and a README with the same numbers. The rules are the same everywhere: base colour is sRGB, every other map is linear (non-colour) data, the normal map is OpenGL style (+Y up), and one repeat is 400 × 400 mm.

Blender (Principled BSDF)

  • Base colour: Image Texture, Color Space sRGB → Base Color.
  • Roughness, metalness, AO and height: Image Texture, Color Space Non-Color.
  • Normal: Non-Color → Normal Map node (Tangent Space) → Normal. OpenGL convention, so no green flip.
  • Scale with Object coordinates in metres: Mapping node Scale X = 2.5000, Y = 2.5000 (1 ÷ 0.4 m, 1 ÷ 0.4 m).
  • Height (optional): Displacement node with the Midlevel and Scale printed in README.txt.

SketchUp (with V-Ray or Enscape)

  • Create a material from the base colour image and set its texture size to 400 mm wide × 400 mm high (unlock the aspect ratio if they differ).
  • SketchUp itself shows only colour. Add the normal and roughness maps in the renderer's material editor, as data (not colour) maps.
  • If the relief looks inverted in your renderer, flip the normal map's green channel there.

Unreal Engine

  • Base colour: sRGB on.
  • Normal: turn Flip Green Channel on in the texture settings (Unreal expects DirectX-style normals).
  • Roughness, metalness, AO: sRGB off, compression Masks.
  • Unreal units are centimetres: one repeat is 40 × 40 cm (e.g. the Texture Size of a WorldAlignedTexture node).

Twinmotion

  • Use a PBR material and assign the colour, normal, roughness and metallic images.
  • Set the texture size to 0.4 m × 0.4 m so the pattern is at real scale.
  • Twinmotion is built on Unreal Engine: if the relief looks inverted, invert the normal map's green channel.

Blender settings follow the package README. The SketchUp, Unreal and Twinmotion notes are standard settings that have not yet been checked in those applications with these files.

Licence

Gridsnap Texture Licence

Free for personal and commercial work: renders, games, films, client projects, products. No attribution required. You may modify the texture and sell what you make with it.

Do not sell or redistribute the texture files themselves, or put them in another texture library, pack or marketplace.

Read the full licence → · Author: Gridsnap · Published 13 October 2026

All tile textures →
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