This clean old brick texture seamless high resolution up to 8ktexture authentically represents the material composition and weathering characteristics of traditional masonry crafted from mineral-rich fired clay. The base substrate displays subtle porosity and natural grain orientation imparted during the kiln firing process, with fine mineral binders and silicate-based adhesives unifying the granular structure for durability and cohesion. Oxide pigments, primarily iron-based, imbue the bricks with warm red and brown tones, capturing the nuanced color variations typical of aged brickwork. The surface finish is matte and slightly rough, reflecting natural erosion and gentle wear caused by exposure to environmental elements over time, yet it maintains a clean and well-preserved appearance without excessive dirt or biological growth, making it ideal for realistic architectural visualization and game environment texturing.
Within physically based rendering (PBR) workflows, this seamless clean old brick texture seamless high resolution up to 8k excels in detail and accuracy. The BaseColor (albedo) channel faithfully reproduces the subtle tonal shifts created by the interplay of iron oxide pigments and natural clay minerals, while the Normal map enhances the tactile quality by delineating fine surface relief, including grain texture, slight chipping, and pronounced mortar joint depth. The Roughness map is calibrated to simulate the matte, unpolished finish characteristic of historic brick surfaces, dispersing light softly without glossiness. The Metallic channel remains near zero, consistent with the ceramic, non-metallic nature of brick substrates. Ambient Occlusion enhances depth perception by accentuating mortar crevices and surface irregularities, while Height or Displacement maps capture micro-elevations, enabling realistic parallax and surface depth effects in high fidelity 3D previews.
Optimized for seamless tiling, this tileable clean old brick texture seamless high resolution up to 8ktexture ensures flawless repetition over expansive surfaces without visible seams or pattern artifacts. Its ultra-high resolution—up to 8k—supports close-up inspection and high-end visualization workflows in Blender, Unreal Engine, and Unity, delivering crisp, photorealistic results straight out of the box. For best integration into your projects, consider adjusting UV scaling to maintain natural brick proportions and fine-tuning roughness or normal map intensity to align with your scene’s lighting conditions, thereby grounding the material convincingly within diverse virtual environments.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
