Seamless cracked brick 3d texture pbr 8k detailed rough surface free download

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

Preview — Seamless cracked brick 3d texture pbr 8k detailed rough surface

Texture Info

IDseamless-cracked-brick-3d-texture-pbr-8k-detailed-rough-surface
CategoryBrick
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless cracked brick 3D texture presents a detailed and tactile representation of weathered brickwork arranged in a traditional random bond pattern. The base material consists primarily of fired clay bricks, characterized by a porous and grainy surface texture that has naturally aged over time. These bricks exhibit subtle variations in color tones—ranging from deep reds to muted browns—due to embedded iron oxides and other mineral pigments in the clay substrate. The mortar joints between bricks are composed of cementitious binders mixed with fine sand aggregates, showing visible signs of weathering such as erosion and surface cracks. These cracks introduce natural imperfections that enhance the texture’s complexity and realism, simulating decades of environmental exposure and structural stress.

The geometric form is defined by the rectangular brick units laid in a random bond, creating an irregular but balanced pattern that avoids repetitive tiling artifacts. Each brick surface is rough and uneven, with a grainy finish resulting from the aggregate particles protruding slightly from the fired clay matrix. This roughness is accentuated by the weathered mortar, which exhibits a matte, slightly crumbly texture indicative of long-term exposure to moisture and temperature fluctuations. The porous nature of both bricks and mortar contributes to subtle light scattering and shadowing effects, which are faithfully captured in the height and normal maps. These maps create realistic depth and surface relief, essential for accurate displacement and parallax rendering in 3D environments.

From a PBR perspective, the BaseColor (Albedo) map encodes the natural variations in brick and mortar hues without baked-in lighting, ensuring accurate color response under dynamic illumination. The Normal map captures fine surface details such as cracks, grain, and chipped edges, enhancing the perception of roughness and depth. Roughness maps are carefully crafted to reflect the contrast between the coarse brick faces and the slightly softer, weathered mortar, enabling realistic light diffusion and specular behavior. The texture is non-metallic, so the Metallic channel remains black, focusing reflectivity on the roughness variations. Ambient Occlusion maps provide soft shadows in crevices and cracks, emphasizing the texture’s three-dimensional qualities. Height/Displacement maps offer precise elevation data to enhance the brick relief when used with tessellation or parallax occlusion techniques.

Rendered at an ultra-high 8K resolution, this texture ensures exceptional clarity and detail, suitable for close-up architectural visualization, urban decay scenes, and high-fidelity game environments. It is optimized for seamless tiling and works natively in Blender, Unreal Engine, and Unity, providing versatility across major 3D software platforms. For practical use, adjusting the UV scale to match the intended brick size in your scene is recommended to maintain realism. Additionally, fine-tuning roughness values can help simulate varying levels of surface wear, while blending height and normal maps can achieve a balanced depth effect without over-exaggeration, ensuring consistent visual quality across 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)

  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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