Seamless green zellige tile texture in stack bond, 98 × 98 mm tiles with 2.5 mm off-white grout, shown as a 3×3 repeat
Shown as a 3×3 repeat. The outlined square is one repeat: 603 × 603 mm.
TileSeamlessPBR

Green zellige tile texture

One repeat = 603 × 603 mmTile size: 98 × 98 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.

Hand-cut Moroccan zellige in deep green: 100 mm squares with wavy, glossy faces, glaze pooled at the edges and narrow grout joints. No two tiles in a repeat share the same tone.

Free download

Other formats

Real-world scale

One repeat = 603 × 603 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 603 mm × 603 mm (0.603 m × 0.603 m) and every joint, board or chip comes out at its real size.

Specifications of Green zellige tile
One repeat603 × 603 mm
Tile size98 × 98 mm
Grout joint2.5 mm wide, 1.5 mm deep
BondStack bond (grid)
Tiles per repeat6 across × 6 courses
FinishGloss
Relief depth2.7 mm
Mapsbase colour, normal, roughness, AO, 16-bit height
Resolutions1024 px, 2048 px
Revisionr1 · 4 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 603 × 603 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 = 1.6584, Y = 1.6584 (1 ÷ 0.603 m, 1 ÷ 0.603 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 603 mm wide × 603 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 60.3 × 60.3 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 0.603 m × 0.603 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 4 October 2026

All tile textures →
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