Old Uneven Brick — Uneven Brick Outdoor Castle Brick Rough — PBR seamless 3D texture free download

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

Preview — Old Uneven Brick — Uneven Brick Outdoor Castle Brick Rough — PBR seamless 3D texture

IDcastle-brick-01-rough-moss-sewer-damp-dark-wet
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Old Uneven Brick texture captures the authentic character of weathered man-made outdoor castle bricks showcasing a rough and uneven surface that reflects years of exposure to damp moss-covered environments. This material primarily consists of fired clay minerals bound together with natural cementitious binders forming a porous yet durable substrate typical of historic masonry walls. The brick’s surface finish reveals accumulated dirt and organic growth such as moss contributing to its dark and wet appearance. These elements combine to create a tactile roughness and subtle color variations in the albedo map ranging from earthy reds and browns to muted greens and dark stains reflecting outdoor aging and environmental effects. The uneven brick texture’s mineral composition and weathering processes are accurately represented across all PBR channels ensuring a realistic integration in modern rendering pipelines.

The Physically Based Rendering (PBR) maps included—albedo normal roughness ambient occlusion and height—work in harmony to deliver a seamless 3D texture that is fully tileable and optimized for high fidelity use. The normal map simulates the intricate surface irregularities and fine grain orientation of the brick’s rough finish enhancing depth and detail without additional geometry. Roughness values vary naturally highlighting areas affected by moisture and dirt while the height map allows for realistic displacement and parallax effects emphasizing the brick’s unevenness and worn edges. Ambient occlusion adds subtle shadows in crevices and mortar lines reinforcing the texture’s dark damp ambiance. Metallic workflow is minimal as expected for a non-metallic clay brick but calibrations support consistent shading across real-time engines like Unreal Engine and Unity as well as offline renderers such as Blender Cycles.

This seamless texture comes at a base resolution of 4K with an optional 8K upgrade for high-end projects ensuring balanced detail and performance across digital content creation software (DCCs) and game engines. The PNG and EXR file formats provide flexibility for various workflows maintaining optimal quality without manual tweaking. For best results it is recommended to adjust the UV scale to capture the natural size of old castle bricks and fine-tune the roughness map slightly to adapt to different wetness levels enhancing realism in outdoor scenes such as sewers castle walls or aged man-made structures. This texture is ideal for adding authentic physically based detail to any environment requiring a rough mossy and uneven brick surface with reliable and consistent results.

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.