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

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

Preview — Red Castle Brick — Castle Brick Red Old Uneven Brick — PBR seamless 3D texture

IDcastle-brick-02-red-rough-red-sewer-damp-old-uneven
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Red Castle Brick texture captures the authentic appearance of aged uneven brickwork commonly found in historic outdoor castle walls and sewer environments. This physically based material is composed primarily of weathered fired clay minerals which form the red base substrate enriched with natural iron oxide pigments that give the characteristic deep red hue. The bricks exhibit surface porosity and roughness resulting from years of exposure to damp conditions and dirt accumulation lending a realistic tactile quality to the texture. The binder matrix is consistent with traditional lime mortar subtly visible in the seams which enhances the man-made structural feel. The surface finish is matte and coarse reflecting natural erosion and weathering processes with slight variations that emphasize the old uneven brick surfaces. This complexity is faithfully represented across all PBR channels to ensure maximum realism in 3D applications.

This seamless 3D texture comes in 4K resolution with an optional 8K upgrade ideal for high-end rendering workflows across Blender Unreal Engine and Unity. The included PBR maps — albedo (BaseColor) normal roughness ambient occlusion and height — work together to simulate the intricate interplay of light and shadow on the brick’s irregular surfaces. The albedo channel conveys the rich red pigment and subtle dirt deposits while the normal map accentuates the uneven grain orientation and mortar detail. The roughness map reflects the brick’s coarse weathered finish balanced to allow realistic specular highlights without appearing glossy. Ambient occlusion enhances shadowing in crevices and the height map offers accurate displacement for enhanced depth and parallax effects in real-time and offline rendering. The metallic channel is intentionally set to zero reinforcing the material’s non-metallic earthen nature.

Optimized for modern production pipelines this tileable texture delivers reliable consistent results without manual tweaking supporting metal/rough workflows and calibration standards for uniform shading. It performs well across various digital content creation software and game engines maintaining balanced detail and performance even at higher texture resolutions. For practical usage adjusting the UV scale to slightly enlarge the brick pattern can help emphasize the texture’s roughness and damp characteristics while fine-tuning the roughness map can simulate varying levels of surface wetness or dirt accumulation enhancing realism in outdoor scenes and architectural visualizations.

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.