Brick Wall — Concrete Brick Bricks Rough Uneven Wall — PBR seamless 3D texture free download

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

Preview — Brick Wall — Concrete Brick Bricks Rough Uneven Wall — PBR seamless 3D texture

IDbrick-wall-005-rough-uneven-wall-chipped-damaged-concrete
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents a detailed brick wall 005 crafted to simulate a rough uneven surface characteristic of man-made concrete brick constructions. The base substrate is composed primarily of fired clay bricks bound together by cementitious mortar exhibiting the natural porosity and weathering typical of outdoor masonry. Chipped and damaged areas reveal slight surface erosion and micro-fractures emphasizing the wall’s aged and worn appearance. The bricks display subtle variations in color due to oxide pigments within the clay and mineral-based binders giving a realistic range of reds browns and grays. This texture captures the tactile qualities of the rough brick surface including the coarse aggregate grains and uneven mortar joints while maintaining a rugged yet natural finish.

The material is fully optimized for physically based rendering (PBR) workflows and includes a comprehensive set of high-resolution maps: albedo (BaseColor) captures the nuanced pigment distribution and weathered staining; the normal map enhances the perception of surface irregularities and chipped edges; roughness defines the tactile contrast between the matte mortar and the slightly glossier brick faces; ambient occlusion (AO) brings out the subtle shadowing in crevices and damage; and height (displacement) offers precise depth information for enhanced parallax or tessellation effects. The metallic channel is unused here reflecting the non-metallic nature of concrete and brick. These maps come in 4K resolution with an optional 8K upgrade for high-end rendering needs ensuring balanced detail and performance across digital content creation software and game engines such as Blender Unreal Engine and Unity.

Designed for seamless tiling this texture integrates smoothly into modern pipelines without requiring manual tweaking delivering reliable results across both real-time and offline renderers. The included PNG and EXR formats support versatility in production environments. For practical application adjusting the UV scale to match the target model’s proportions ensures accurate brick sizing while fine-tuning the roughness map can help simulate varying levels of surface wear and moisture exposure. The height map is particularly effective when used with parallax or displacement shaders to emphasize the brick wall’s uneven chipped character adding realism to architectural visualizations game environments and virtual sets. This physically based tileable brick texture provides a robust high-fidelity solution for any project requiring authentic concrete brick surfaces.

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.