This seamless burnt brick 3D texture features a detailed representation of charred brickwork arranged in a classic stack bond pattern, where rectangular bricks are aligned horizontally with thick mortar joints accentuating the form. The base material is primarily composed of fired clay bricks, whose original red-orange hues have been transformed by intense burning and weathering into deep blacks and dark browns. The rough, grainy surface texture reveals a porous structure typical of high-temperature exposure, with micro-cracks and surface irregularities giving a tactile, aged appearance. The mortar, thick and coarse, is a cementitious blend with high aggregate content, contributing to its rugged and uneven finish, contrasting effectively with the brick surfaces while maintaining a cohesive industrial aesthetic.
From a materials science perspective, the burnt bricks consist of a silica and alumina-rich ceramic body, where the clay substrate is bonded by vitrified glass phases formed during firing. The charred effect introduces a layer of carbonized residue on the surface, altering the optical properties by increasing light absorption and creating matte, non-reflective patches. This is captured in the PBR workflow through the BaseColor map, which encodes the burnt black and dark brown pigments, complemented by the Normal map that simulates the coarse grain and porous pits of the brick surface. The Roughness channel is tuned to emphasize the contrast between rough brick faces and slightly smoother mortar, while the Height/Displacement map provides subtle depth cues for the unevenness of the charred surfaces and mortar joints, enhancing realism in close-up renders.
The metallic channel is minimal to nonexistent, reflecting the non-metallic ceramic nature of the bricks and the cement mortar, which have negligible specular reflection. Ambient Occlusion is carefully baked to accentuate shadowing within the deep crevices and mortar recesses, adding depth and realism without oversaturation. The texture’s 8K resolution ensures exceptional detail fidelity, making it highly suitable for high-end rendering pipelines in Blender, Unreal Engine, and Unity, where it can be utilized to create authentic industrial, fire-damaged, or post-apocalyptic environments with photorealistic surface detail.
For practical implementation, it is recommended to adjust the UV scale to maintain the natural size and proportion of the burnt bricks, avoiding repetitive patterns that could break immersion. Additionally, fine-tuning the roughness map can help balance the matte charred areas with any residual glossiness on less affected bricks. When working with displacement or parallax mapping, blending the height map with the normal map will enhance the perceived depth of the porous and cracked surfaces, ensuring the charred texture reads convincingly from multiple viewing angles and lighting conditions.
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.
