This seamless burnt brick 3D texture showcases a tightly stacked bond arrangement of rectangular bricks, each exhibiting a distinctly charred and rough surface morphology. The base material consists primarily of fired clay, which has undergone partial combustion or exposure to intense heat, resulting in a porous, grainy substrate. The thick mortar joints between bricks are composed of cementitious binders mixed with fine aggregates, providing structural adhesion and a robust framework. The burnt bricks display uneven surface relief with natural cracks, pits, and weathered edges, emphasizing aged and fire-damaged characteristics typical of industrial or post-fire architectural facades.
The surface finish captures the burnt brick’s matte and coarse texture, where the charred areas vary from deep blackened patches to dark reddish-brown hues, reflecting oxidized iron content and thermal degradation of the clay minerals. Pigmentation arises from the natural iron oxides and carbonization effects, producing a complex BaseColor (Albedo) map with subtle tonal variation. The Normal map enhances the perception of roughness and granular detail, emphasizing small chips and porous cavities. Roughness values are high and non-uniform, representing the uneven absorption of light caused by the burnt and grainy surfaces, while the Metallic channel remains close to zero, as brick and mortar are non-metallic materials. Ambient Occlusion maps accentuate crevices and mortar joints, adding depth and realism, and the Height/Displacement map faithfully captures the brick relief and mortar thickness for accurate parallax effects.
This texture is optimized at an 8K resolution, delivering exceptional detail suitable for close-up renders and large-scale architectural visualizations. It is fully compatible with PBR workflows in Blender, Unreal Engine, and Unity, ensuring physically accurate shading under various lighting conditions. The stack bond pattern contributes to a clean yet rugged aesthetic, making it ideal for scenes requiring realistic burnt brick facades, such as fire-damaged buildings, industrial ruins, or stylized urban environments.
For practical use, it is advisable to fine-tune the UV scale to preserve the natural size and spacing of the bricks, avoiding distortion. Adjusting roughness maps can help balance reflectivity depending on the scene’s lighting—for example, increasing roughness for a more matte, weathered look or slightly lowering it to simulate residual soot or moisture. Additionally, blending height and normal maps can enhance surface detail without excessive geometry, optimizing performance while maintaining visual fidelity in real-time engines.
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.
