The dirty painted brick texture seamless high resolution up to 8ktexture authentically represents aged masonry surfaces composed primarily of fired clay bricks bonded with cementitious mortar. This base substrate is a ceramic mineral matrix distinguished by fine grain orientation and moderate porosity, which over time absorbs environmental pigments and weathering effects. The painted surface layers consist of mineral-based pigments and oxide colorants that have been partially eroded, revealing accumulated dirt, stains, and subtle surface imperfections. These elements combine to create a rich, tactile visual narrative of time, exposure, and natural degradation. The interplay between the rough porous mortar and the worn, chipped paint adds complexity and realism to the texture, capturing the true essence of exterior brick walls subjected to prolonged environmental wear.
In physically based rendering (PBR) workflows, this tileable dirty painted brick texture seamless high resolution up to 8k excels in delivering realistic material detail. The BaseColor/Albedo channel faithfully reproduces muted reds, earthy browns, and faded off-white paint tones, enhanced by nuanced dirt smudges and discolorations that reflect authentic aging. The Normal map emphasizes the uneven brick faces, mortar joints, and peeling paint edges, providing a tactile sense of depth. Roughness values vary naturally across the surface, with smoother patches corresponding to worn paint areas and coarser textures highlighting weathered mortar. The Metallic channel is minimal, accurately representing the non-metallic nature of brick and mortar. Ambient Occlusion deepens crevices and joints, adding dimensionality, while Height or Displacement maps provide subtle surface relief that enhances parallax and bump effects in 3D environments.
Optimized for seamless tiling, this seamless dirty painted brick texture seamless high resolution up to 8k enables coverage of large architectural surfaces without visible repetition, making it ideal for environment art, architectural visualization, concept prototyping, and quick look development. Featuring up to 8K resolution, it ensures crisp detail even under close camera scrutiny. Fully compatible with Blender, Unity, and Unreal Engine, it integrates smoothly into diverse pipelines. For best results, maintain consistent UV scaling across assets and fine-tune roughness parameters to balance glossy remnants of paint with the matte brick and mortar surfaces, thereby enhancing both physical accuracy and visual appeal. This ai texture dirty painted brick texture seamless high resolution up to 8k offers a highly detailed 3D preview for realistic PBR material rendering, elevating the authenticity of your digital scenes.
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.
