Seamless burnt brick 3d texture pbr 8k charred rough industrial facade wall free download

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

Preview — Seamless burnt brick 3d texture pbr 8k charred rough industrial facade wall

Texture Info

IDseamless-burnt-brick-3d-texture-pbr-8k-charred-rough-industrial-facade-wall
CategoryBrick
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless burnt brick 3D texture presents a detailed brick facade composed of charred, rough bricks bonded with thick mortar joints arranged in a precise stack bond pattern. The base material primarily consists of fired clay bricks, exhibiting a porous and grainy surface characteristic of traditional masonry. The clay substrate is interspersed with natural mineral aggregates that contribute to the texture’s uneven, weathered look. The charring effect results from intense heat exposure, causing partial carbonization and blackening of the brick surfaces, which enhances surface roughness and alters the pigment distribution. The thick mortar, likely a cement-based binder mixed with sand and lime, reinforces the structure and introduces additional coarse granularity and irregularities along the joints, emphasizing the industrial, fire-damaged aesthetic.

The geometric form of the texture is a classic rectangular brick shape arranged in a stack bond layout, meaning the bricks align directly above one another without overlapping, producing a uniform, grid-like structure. This form accentuates the linearity and modularity of the facade while highlighting the pronounced mortar lines. The surface finish is rough and matte due to the burnt and weathered condition of the bricks, avoiding any polished or glossy reflections. Colorants within the base clay range from deep reds and burnt oranges to varying shades of black and charcoal caused by the charring, with subtle gradients reflecting soot and ash deposits. These color variations and surface imperfections contribute to the high-fidelity realism of the texture.

Optimized for physically based rendering (PBR), this texture includes several essential maps to accurately simulate material response under diverse lighting conditions. The BaseColor (Albedo) map captures the nuanced burnt hues and mortar coloration. The Normal map encodes fine surface details such as the roughness of the charred brick edges and the granular mortar texture, enhancing depth perception without additional geometry. The Roughness map controls the matte finish of the burnt brick surfaces, ensuring light scatters diffusely. The Metallic map is effectively zero, as none of the components exhibit metallic properties. Ambient Occlusion adds shadowing into crevices and mortar recesses, increasing visual depth and realism. Height or Displacement maps provide subtle relief for the porous, uneven brick surface, contributing to tactile authenticity especially in close-up renders.

Rendered at a high 8K resolution, this texture preserves intricate surface details suitable for close inspection in architectural visualizations or game environments. It is fully compatible and ready for integration into Blender, Unreal Engine, and Unity workflows, supporting seamless tiling and efficient shader workflows. For practical use, it is recommended to adjust the UV scale carefully to maintain brick proportions appropriate to the scene’s scale. Additionally, fine-tuning the roughness values can help simulate varying degrees of weathering or soot accumulation, while blending height and normal maps allows for enhanced surface depth without excessive geometry, optimizing performance and visual fidelity.

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

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