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

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

Preview — Painted Uneven Brick — Uneven Brick Outdoor Rough Painted Uneven — PBR seamless 3D texture

IDcastle-brick-02-white-rough-painted-uneven-brick-outdoor-indoor
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Painted Uneven Brick texture is a meticulously crafted seamless 3D material designed to replicate the authentic appearance of rough man-made brick surfaces commonly found in both indoor and outdoor environments. This texture captures the unique characteristics of castle brick 02 white featuring an uneven composition that reflects natural weathering and dirt accumulation over time. The base substrate is primarily mineral-based clay fired to form ceramic bricks bonded with mortar that includes fine aggregates and subtle organic fibers contributing to the textured and porous finish. The surface exhibits a weathered painted layer with pigments and oxide compounds adding depth and subtle color variations to the albedo channel portraying a realistic worn white paint finish that is neither too polished nor overly matte allowing for natural light diffusion and shading consistency across different lighting conditions.

Within the PBR workflow this material offers a comprehensive set of high-resolution 4K textures with an optional 8K version for high-end rendering applications ensuring exceptional detail and performance across modern pipelines. The albedo map faithfully represents the painted color and surface imperfections while the normal map encodes the unevenness and subtle relief of the brick’s rough surface. The roughness channel balances reflectivity to simulate the weathered slightly porous paint finish without glossy artifacts. Ambient occlusion enhances depth perception in crevices and mortar joints and the height map provides accurate displacement data for realistic surface geometry ideal for parallax or tessellation effects. The metallic channel is intentionally neutral to suit the non-metallic nature of brick. These maps are optimized for seamless tiling and compatibility with Blender Unreal Engine and Unity supporting both real-time and offline rendering with consistent shading calibrated for the metal/rough workflow.

This physically based tileable texture excels in applications requiring a believable portrayal of painted brick walls in various settings from rustic outdoor façades to aged indoor feature walls. When integrating this texture it is recommended to adjust the UV scale to match the architectural scale of the bricks carefully ensuring the uneven details remain natural and not overly repetitive. Additionally fine-tuning the roughness parameter can help balance the interplay between light reflection and surface wear enhancing realism in different lighting environments. Delivered in versatile formats including PNG and EXR the Painted Uneven Brick texture guarantees reliable results without manual tweaking offering a balanced blend of detail and performance for diverse digital content creation and game development workflows.

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.