Brick Wall — Old Discolored Brick Discolored Brick Bricks — PBR seamless 3D texture free download

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

Preview — Brick Wall — Old Discolored Brick Discolored Brick Bricks — PBR seamless 3D texture

IDbrick-wall-13-rough-old-discolored-brick-bricks-brick-wall
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Brick Wall texture represents an old discolored brick surface characterized by weathered ceramic-based bricks bonded with traditional mortar. The base substrate primarily consists of mineral-rich clay bricks exhibiting natural porosity and signs of aging such as discoloration surface erosion and subtle cracks. These imperfections create a unique rough surface finish that captures decades of exposure to environmental elements including oxidation and mineral staining. The bricks’ color palette features muted reds browns and grays indicative of oxide pigments and accumulated grime while the mortar shows subtle variations due to mineral deposits and organic growth enhancing the authentic aged appearance.

The texture is physically based and seamless designed to deliver realistic material properties through a comprehensive set of PBR maps. The Albedo (BaseColor) channel reveals the intricate coloration and weathered patina of the brick and mortar surfaces while the Normal map encodes the fine-grain surface relief and subtle mortar joints. The Roughness map reflects the uneven tactile nature of the old brick wall highlighting areas of wear and smoothness from long-term exposure. Ambient Occlusion enhances depth perception by emphasizing crevices and recessed mortar lines. Height (or displacement) maps capture the three-dimensional brick relief and mortar depth adding realism in both real-time and offline renderers. The texture omits metallic components consistent with the non-metallic brick material composition.

Provided at a sharp 4K resolution with an optional 8K upgrade for high-end use cases this tileable 3D texture is optimized for modern pipelines such as Blender Unreal Engine and Unity ensuring consistent shading and performance across diverse digital content creation (DCC) tools and game engines. The material supports the metal-rough workflow with calibration for reliable results without the need for manual tweaking balancing detail and performance effectively. This makes it suitable for indoor walling scenes or exterior architectural visualizations requiring authentic aged brick surfaces.

For best results it is recommended to adjust the UV scale to maintain the natural size of the bricks relative to the scene avoiding repetition artifacts. Additionally fine-tuning the roughness values can help simulate different weathering levels or surface finishes from freshly cleaned bricks to heavily worn roughened walls. The height map can be leveraged for parallax or displacement effects to enhance the tactile feel of the brick wall in real-time engines or offline renders enriching the visual depth and realism of your projects.

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.