Uneven Discolored Damaged — Rough Old Uneven Old Uneven Discolored — PBR seamless 3D texture free download

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

Preview — Uneven Discolored Damaged — Rough Old Uneven Old Uneven Discolored — PBR seamless 3D texture

IDrandom-bricks-thick-rough-old-uneven-discolored-damaged-outdoor
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture authentically represents an old uneven and discolored brick wall surface showcasing a complex man-made substrate primarily composed of dense random-thick brick aggregates tightly bound by aged mortar. Over years of outdoor exposure this material has developed accumulated dirt weathering effects and surface roughness resulting in visible signs of damage such as erosion chipped edges and subtle porosity. The brick and mortar’s mineral composition features natural oxide layers and pigment deposits that create nuanced discoloration and staining capturing the tactile depth and irregular grain orientation characteristic of weathered masonry. This rough damaged texture offers a highly realistic portrayal of an aged brick wall making it ideal for physically based rendering workflows in modern 3D environments.

In the PBR channel configuration the Albedo/BaseColor map conveys the faded reds browns and grays of the bricks interspersed with grime and dirt deposits producing a rich and varied surface appearance. The Normal map enhances the tactile quality by detailing fine cracks chips and uneven mortar lines revealing the surface’s rough and eroded nature. The Roughness map skillfully balances areas of worn smoothness against coarse weathered patches to simulate the material’s tactile complexity while the Metallic channel remains minimal to non-reflective consistent with the non-metallic ceramic and mineral components of brick and mortar. Ambient Occlusion accentuates crevices and damaged recesses where dirt tends to accumulate adding depth and realism. Height and Displacement maps provide subtle relief emphasizing the uneven weathered relief and enabling realistic parallax or tessellation effects.

Offered in impressive 4K resolution with an optional upgrade to 8K for high-end applications this tileable seamless texture is optimized for consistent performance across Blender Unreal Engine and Unity. Its physically based design ensures accurate and reliable rendering results without requiring extensive manual adjustments. For enhanced realism it is recommended to adjust the UV scale to match the natural size of the thick random bricks and to fine-tune roughness values to better reflect the worn dirty and weathered surface typical of outdoor brick walls exposed to the elements. This texture provides a versatile and detailed foundation for recreating authentic damaged old brick wall materials in any physically based rendering project.

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.