What this makes
A set of seamless textures for physically based rendering. The colour map holds the surface colour without lighting. The normal map fakes the small bumps, the roughness map says where the surface is shiny or dull, the ambient occlusion map darkens the cracks, and the height map holds the shape for parallax or displacement. Metal plates also get a metallic map. Every map repeats without a seam, which you can check with the Tiled 2 × 2 view.
Materials
Bricks, cobblestone, flagstone, wood planks, metal plates with rivets, rock, dirt with pebbles, sand dunes, concrete and ceramic tiles. Each one has a main colour and a colour for the gaps, such as the mortar between bricks or the grout between tiles. Scale sets how many bricks, stones or planks fit on one tile. Dirt in the cracks darkens the grooves and makes them rougher, like a floor that people walk on.
From a photo
Drop a photo of a wall, a floor or the ground. The tool crops it square, blends the edges so it repeats without a seam, takes the light and shadow out of the colour map, and works out the height from the small light and dark details. The result works best with photos taken in flat, even light, straight on.
OpenGL or DirectX normals?
The two formats flip the green channel. Godot, Unity and Blender use OpenGL normals. Unreal Engine uses DirectX normals. If the bumps in your engine look pushed in instead of out, switch the format and download again.
Using the maps in Godot
Create a StandardMaterial3D and put the colour map in Albedo, turn on Normal Map and add the normal map, put the roughness map in Roughness, turn on Ambient Occlusion and add that map, and turn on Height for parallax. Pro includes a ready material file that does all of this. In Unity, use the Lit shader, mark the normal map as a Normal Map in its import settings and put the other maps in their slots.
Can I use them commercially?
Yes. The materials you make are yours to use in free and commercial games. If you start from a photo, make sure you have the right to use that photo.