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

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

Preview — Brick Wall — Brick Bricks Wall Concrete Scratched Brick — PBR seamless 3D texture

IDbrick-wall-02-weathered-cracked-concrete-scratched-brick-bricks
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents a highly detailed brick wall 02 surface combining weathered red brick and plaster concrete elements with a scratched cracked concrete finish. The base substrate is primarily mineral-based fired clay bricks known for their durability and porous structure bonded with cementitious mortar acting as the adhesive binder. The texture captures subtle aggregates and grain orientation within the mortar alongside natural weathering effects such as chipping erosion and surface roughness caused by outdoor exposure. The exterior finish is rough and uneven exhibiting the authentic tactile feel of aged man-made brick masonry with patches of plaster concrete overlay highlighting the interplay of pigments and oxide layers that give the bricks their characteristic reddish hue and the mortar its muted gray tones.

In PBR terms the albedo (BaseColor) map faithfully reproduces the natural color variation and staining of the brick and plaster concrete surfaces while the normal map enhances the perception of depth by simulating the intricate cracks scratches and chipped edges. The roughness channel reflects the material’s surface irregularities ranging from matte plaster patches to coarser brick grains accurately representing how light diffuses across weathered outdoor masonry. Ambient occlusion maps emphasize crevices and recessed areas such as mortar joints increasing the realism of shadowing in real-time and offline renderers. The height (displacement) map provides subtle elevation changes that reproduce the brick and concrete relief suitable for parallax effects or tessellation to optimize detail without heavy geometry. Metallic values remain negligible consistent with non-metallic construction materials ensuring a physically based natural finish.

Designed for optimal performance in modern pipelines this texture is ready for use in Blender Unreal Engine and Unity supporting both metal/rough workflow calibrations to maintain consistent shading and lighting across different rendering environments. Provided at a sharp 4K resolution with an optional 8K version for high-end applications it balances fine detail and efficiency for exterior scenes. For best results adjust the UV scale to match real-world brick dimensions and fine-tune roughness values slightly to simulate varied weathering effects or wetness levels depending on environmental context. This tileable physically based texture enhances architectural visualizations game environments and VFX projects requiring authentic man-made outdoor brick wall surfaces without manual tweaking.

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.