The Aged Old Brick Texture Seamless high resolution up to 8ktexture captures the authentic character of weathered masonry, showcasing a timeworn brick surface that balances natural aging with structural integrity. This tileable aged old brick texture seamless high resolution up to 8k is meticulously crafted to reflect the mineral-rich ceramic composition of traditional bricks, bonded by aged lime or cement-based mortar that has subtly eroded over time. The texture reveals fine aggregates and grain orientation within the brick’s body, highlighting porous regions where decades of exposure have softened edges and introduced slight surface roughness. Colorants in this material range from deep reds and burnt siennas to muted ochres and grays, replicating oxide layers and pigment variations caused by oxidation and environmental wear. The surface finish is matte with occasional micro-cracks and chipped areas, evoking a naturally weathered look that remains visually compelling across large tiled surfaces without visible seams.
In physically based rendering (PBR) workflows, this ai texture aged old brick texture seamless high resolution up to 8k excels by providing comprehensive channel data for realistic lighting responses. The BaseColor/Albedo map faithfully conveys the brick’s rich, variegated hues and subtle discolorations from aging, while the Normal map details the tactile roughness and micro-geometry of chipped edges, mortar joints, and surface irregularities. The Roughness channel balances polished and rough patches, simulating areas where the brick’s surface has been worn smooth or pitted by weathering. Metallic values remain minimal, reflecting the non-metallic nature of brick materials, while Ambient Occlusion enhances depth perception in crevices and mortar joints. Height/Displacement maps deliver depth cues that add dimensionality to walls and structures when used with parallax or tessellation, further grounding the aged old brick texture seamless high resolution up to 8k in realistic 3D scenes.
Optimized for seamless tiling and up to 8K resolution, this texture integrates flawlessly with industry-standard 3D software such as Blender, Unreal Engine, and Unity, requiring minimal setup to achieve high-fidelity results. Its detailed, tileable pattern scales elegantly across large architectural visualizations, game environments, product mockups, and interior staging projects without visible repetition or seams. For the best visual outcome, it is recommended to adjust the roughness intensity to match your scene’s lighting conditions, ensuring the texture maintains a natural, believable appearance whether under direct sunlight or softer indoor lighting. Additionally, fine-tuning the UV scale can help emphasize the brick’s aged character by controlling the perceived size and repetition of the weathered details, enhancing realism in your materials library and speeding up iteration workflows.
This seamless aged old brick texture offers seamless high resolution up to 8k, providing detailed brick textures with a realistic PBR appearance enhanced by an interactive 3D preview.
How to Use These Seamless PBR Textures in Blender
This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.
What’s inside the download
*_albedo.png
— Base Color (sRGB)
*_normal.png
— Normal map (Non-Color)
*_roughness.png
— Roughness (Non-Color)
*_metallic.png
— Metallic (Non-Color)
*_ao.png
— Ambient Occlusion (Non-Color)
*_height.png
— Height / Displacement (Non-Color)
*_ORM.png
— Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)
Quick start (Node Wrangler, 30 seconds)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- Press Ctrl + Shift + T and select the maps
albedo, normal, roughness, metallic (skip height and ORM for now) → Open.
The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- Ambient Occlusion (AO):
- Add a MixRGB (or Mix Color) node in mode Multiply.
- Input A =
albedo
, Input B = ao
, Factor = 1.0.
- Output of Mix → Base Color of Principled (replaces the direct albedo connection).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.
Using the packed ORM
texture (optional)
Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- For scale/repeat, add Texture Coordinate (UV) → Mapping and plug it into all texture nodes.
Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.
Recommended starter values
- Normal Map Strength: 0.5–1.0
- Bump Strength: ~0.3
- Displacement Scale (Cycles): ~0.03
Common pitfalls
- Wrong Color Space (normals/roughness/etc. must be Non-Color).
- “Inverted” details → enable Invert Y on the Normal Map node.
- Over-strong relief → lower Displacement Scale or Bump Strength.
Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.
To add the downloaded texture, go to Add — Texture — Image Texture.

Add a node and click the Open button.

Select the required texture on your hard drive and connect Color to Base Color.
