Brick Floor — Cracked Worn Brick Worn Brick Bricks — PBR seamless 3D texture free download

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

Preview — Brick Floor — Cracked Worn Brick Worn Brick Bricks — PBR seamless 3D texture

IDdouble-brick-floor-rough-uneven-weathered-chipped-cracked-worn
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture offers a highly detailed physically based rendering (PBR) material designed to replicate a worn double brick floor with cracked chipped and weathered red bricks. The base substrate is an organic ceramic-like composition formed from fired clay and mineral aggregates bound together with natural adhesives and exhibiting slight porosity due to long-term weathering and wear. The surface finish captures the uneven rough texture of aged bricks with visible scratches and damages along the edges while the plaster concrete mortar between bricks adds contrast and structural cohesion. The colorants include rich iron oxide pigments that provide the characteristic deep red hues subtly faded and varied due to exposure and aging processes which is reflected in the Albedo channel to give authentic color variation across the floor pattern.

The included PBR maps—Albedo Normal Roughness Ambient Occlusion and Height—work together to create a realistic representation of this man-made floor texture. The Normal map emphasizes the unevenness and surface imperfections such as cracks and chips enhancing the tactile depth without heavy geometry. The Roughness channel accurately conveys the weathered finish balancing glossy and matte areas to simulate worn spots and dirt accumulation. Ambient Occlusion adds depth to crevices and mortar joints while the Height map supports displacement and parallax effects highlighting the subtle elevation changes of cracked and damaged bricks. Metallic values remain minimal as this surface is non-metallic ensuring physically correct shading in real-time and offline renderers. This texture is optimized for modern pipelines and delivers reliable consistent results across Blender Unreal Engine and Unity environments.

Provided at a native 4K resolution with an optional 8K upgrade this tileable texture maintains balanced detail and performance making it suitable for high-end visualization or real-time applications. The tileable pattern allows for seamless repetition across large surfaces like floors or walls perfectly suited for architectural visualization game environments or any project requiring realistic man-made brick materials. For best results it’s recommended to adjust the UV scale to match the real-world size of double brick floors and fine-tune the roughness map to control surface reflectivity based on lighting conditions. Using the height map with subtle parallax effects enhances the perception of depth without heavy geometry overhead improving immersion in interactive 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)

  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.