Seamless Brick Wall 005 by Texture Haven – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Brick Wall 005 by Texture Haven – PBR 3D Texture (8K ready)

IDbrick-wall-005-by-texture-haven-pbr-seamless-8k
Brick
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Seamless Brick Wall 005 texture is a meticulously crafted PBR 3D material designed to authentically replicate the physical and visual qualities of traditional fired clay brick masonry. The base substrate consists of a mineral-rich ceramic composition with a coarse grain structure typical of well-aged bricks providing a tactile and natural foundation. Each brick showcases subtle surface irregularities including minor chipping and rough edges reflecting natural wear from prolonged exposure to environmental conditions. The mortar joints slightly lighter in tone emulate the cementitious binders that firmly hold the bricks together featuring a granular texture that contrasts with the brick faces. This texture captures inherent porosity micro-cracks and surface weathering contributing to a realistic slightly dusty and weathered appearance. The finish is matte to semi-rough avoiding any glossy or polished reflections to maintain a rugged natural look with warm color variations spanning deep reds burnt oranges and muted browns derived from oxide pigments embedded during the firing process.

In a physically based rendering workflow these material characteristics are precisely conveyed across multiple texture channels. The Base Color (Albedo) map delivers nuanced color variation and subtle staining on both bricks and mortar enhancing realism. The Normal map provides detailed relief accentuating chipped bricks and recessed mortar joints to create convincing depth and shadow interplay under diverse lighting conditions. Roughness maps differentiate the tactile qualities by assigning higher roughness to weathered brick surfaces and smoother values to mortar areas ensuring consistent light diffusion and reflection. Metallic maps are omitted as both bricks and mortar are inherently non-metallic. Ambient Occlusion maps enhance the perception of depth by emphasizing crevices and joints while Height and Displacement maps add further relief detail supporting advanced parallax and displacement effects to enrich realism in 3D environments.

Optimized for seamless tiling and resolutions up to 8K this texture maintains exceptional detail even in close-up renders making it ideally suited for architectural visualization game environments and any project requiring a natural weathered brick wall appearance. It integrates seamlessly with popular rendering engines such as Blender’s Principled BSDF Unreal Engine and Unity (URP and HDRP) where the Base Color textures should be imported as sRGB and other maps as Non-Color for physically accurate shading. To maximize visual fidelity it is recommended to keep UV scaling consistent to preserve texel density and to blend the Normal map with Height or Parallax Occlusion mapping techniques. This approach enhances perceived surface depth without increasing geometric complexity delivering a highly realistic brick wall texture that performs consistently across varied lighting environments and usage scenarios.

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.