Painted Worn Brick — Dirty Weathered Worn Weathered Worn Grungy — PBR seamless 3D texture free download

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

Preview — Painted Worn Brick — Dirty Weathered Worn Weathered Worn Grungy — PBR seamless 3D texture

IDpainted-worn-brick-yellow-dirty-weathered-worn-grungy-wall
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Painted Worn Brick texture captures the intricate details of a weathered man-made brick wall characterized by layers of chipped yellow paint accumulated dirt and grungy surface imperfections. This material’s base substrate is traditional fired clay brick composed primarily of mineral aggregates bound with ceramic-like mineral binders exhibiting a porous structure typical of outdoor masonry. Over time exposure to the elements has caused paint layers to deteriorate unevenly revealing rough worn patches and subtle discoloration. The surface finish reflects a matte slightly roughened texture accentuated by weathering effects such as erosion and surface deposits which contribute to its authentic grungy and dirty appearance. Pigments embedded in the paint layer combined with mineral oxides from natural weathering create the distinctive yellow tones and subtle color variations seen throughout.

This physically based rendering (PBR) seamless 3D texture includes comprehensive maps optimized for modern pipelines and real-time engines like Blender Unreal Engine and Unity. The Albedo (BaseColor) map faithfully represents the yellow paint and exposed brick hues without requiring manual adjustments while the Normal map simulates the fine surface bumps and chipped paint edges enhancing depth and realism. Roughness and Metallic maps are calibrated for consistent shading with roughness highlighting the contrast between the worn matte brick and smoother painted areas and metallic values remaining low to reflect the non-metallic nature of the brick and paint. The Ambient Occlusion (AO) map emphasizes crevices and mortar joints adding subtle shadowing that enhances form definition. The Height map supports displacement or parallax effects recreating the uneven surface contours of the aged wall suitable for detailed close-ups and high-end rendering scenarios. Both 4K and optional 8K resolutions are provided ensuring sharp detail and performance balance across diverse DCCs and game engines.

For best results it is recommended to adjust the UV scale to match the real-world brick dimensions in your scene preserving the natural grain and alignment of the painted worn brick pattern. Fine-tuning roughness values can help achieve the desired level of surface weathering balancing the interplay of light and shadow on the grungy wall texture. This seamless and tileable texture is ideal for outdoor architectural visualization game environments and any project requiring a physically based painted worn brick surface with reliable high-fidelity results ready to integrate seamlessly within modern workflows and rendering engines without manual tweaking.

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.