This fine red brick texture seamless high resolution up to 8ktexture captures the intricate composition and material qualities of traditional fired clay bricks, commonly used in architectural facades and urban environments. The base substrate consists of mineral-rich ceramic formed by natural clays and iron oxide pigments, which give the brick its characteristic warm red hues. The surface showcases a slightly rough, matte finish with subtle porosity and weathering effects, reflecting years of exposure to natural elements. Tiny aggregate grains and fine cracks are visible, enhancing the tactile realism, while the mortar joints are implied through subtle color shifts and ambient occlusion shading. This ai texture fine red brick texture seamless high resolution up to 8k effectively translates these physical traits into its digital channels, making it ideal for photorealistic rendering and 3D preview in various creative workflows.
In PBR terms, the BaseColor/Albedo channel presents the color variations and pigment distributions, highlighting reds, browns, and occasional darker inclusions. The Normal map encodes the micro-relief of the brick’s grain and chipped edges, adding depth and tactile detail without geometry changes. Roughness values vary across the surface, with the brick faces showing a moderately rough finish to simulate natural weathering, while mortar areas appear smoother but less reflective. The Metallic channel remains near zero, consistent with the non-metallic ceramic nature of bricks. Ambient Occlusion enhances crevices and joint shadowing, improving spatial perception. Height/Displacement maps capture the subtle surface undulations and chipped corner details, allowing for enhanced parallax or tessellation effects when applied in engines like Blender, Unreal Engine, and Unity.
This tileable fine red brick texture seamless high resolution up to 8k enables you to cover large architectural surfaces while maintaining consistent micro-detail and color fidelity. It is perfectly suited for quick look-dev, environment art, architectural visualization, and concept prototyping where realistic brick materials are essential. To achieve the best results, ensure your UV scale matches the intended real-world brick dimensions to avoid stretching or repetition artifacts. Slightly adjusting the roughness channel can simulate different weathering stages, from newly laid bricks to aged surfaces. This texture’s seamless tiling and ultra-high resolution allow for flexible, production-ready use across diverse projects, keeping iteration loops fast and efficient.
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.
