Moss Pavement Dirty — Brick Road Albedo Brick Moss — PBR seamless 3D texture free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Moss Pavement Dirty — Brick Road Albedo Brick Moss — PBR seamless 3D texture

IDbrick-moss-001-moss-pavement-dirty-discolored-damp-pattern
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Moss Pavement Dirty texture represents a meticulously crafted 3D material portraying weathered brick road surfaces overtaken by natural moss growth. The base substrate mimics aged ceramic bricks exhibiting a porous slightly roughened surface due to prolonged outdoor exposure and moisture accumulation. Embedded mineral aggregates provide subtle grain and texture variation while organic moss and dirt residues form an irregular damp pattern overlaying the man-made brick floor. The surface finish balances matte and rough qualities reflecting the variations between exposed brick moss-covered patches and accumulated grime with discolored elements adding authentic weathering effects. Pigments and oxide layers simulate the natural color shifts from brick reds to muted greens and browns capturing the complex interplay of organic growth and outdoor environmental wear.

All these material properties are faithfully represented across the included PBR channels: the Albedo (BaseColor) map captures the nuanced surface coloration from brick to moss and dirt; the Normal map conveys fine surface details such as brick edges moss texture and surface irregularities; Roughness defines the tactile variability between smooth brick faces and rough moss patches; Metallic is appropriately low or zero reflecting the non-metallic nature of brick and organic matter; Ambient Occlusion enhances depth perception in crevices and moss clusters; and Height/Displacement maps enable realistic surface relief emphasizing brick contours and moss thickness. Provided in seamless tileable format this 4K texture pack includes an optional 8K resolution for high-end rendering workflows fully optimized for use in Blender Unreal Engine and Unity. The texture’s PNG and EXR formats support physically based rendering pipelines ensuring consistent shading and realistic results without manual tweaking across diverse real-time or offline renderers.

For optimal application it is recommended to carefully adjust UV scale to maintain natural brick proportions and moss density avoiding repetitive pattern artifacts. Additionally fine-tuning roughness values can enhance wet damp appearances in mossy areas adding realism in outdoor scenes. This texture excels at delivering balanced detail and performance making it suitable for pavement road and floor environments where a dirty discolored and organically weathered brick surface is required. Its seamless design and physically based attributes make it a reliable choice for modern digital content creation pipelines supporting efficient integration with various DCC tools and game engines.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.