This seamless cracked brick 3D texture showcases a detailed brick wall surface composed of traditional fired clay bricks bonded with weathered mortar. The bricks themselves exhibit a rough, porous structure typical of aged masonry, where the original clay substrate reveals granular aggregates and mineral inclusions that contribute to its uneven grainy surface. The mortar, formed from a lime-cement binder mixed with fine sand, appears eroded and cracked, adding to the natural randomness of the brick bond pattern. This random bond arrangement enhances the organic, non-repetitive feel of the texture, where each brick displays unique fissures, chips, and surface irregularities that reflect decades of weathering and mechanical stress.
From a material perspective, the bricks' surface finish is matte and coarse, lacking any polished or glazed treatment, which emphasizes their roughness and age. The natural reddish-brown base color of the bricks is interspersed with darker soot stains and lighter efflorescence deposits, creating subtle color variation across the wall. The weathered mortar joints contrast with a lighter gray tone, showing granular texture and slight erosion. These variations are accurately captured in the BaseColor (Albedo) map, while the Normal and Height/Displacement maps provide fine detail of cracks, chipped edges, and surface depth. The Roughness map highlights the non-reflective, matte quality of the brick and mortar surfaces, with higher roughness values around the cracked and porous areas, whereas the Metallic channel remains consistently low, reflecting the non-metallic nature of the materials. Ambient Occlusion enhances the perception of depth in crevices and recessed mortar joints, contributing to the overall realism.
The texture is rendered at an impressive 8K resolution, ensuring exceptional clarity and fine detail reproduction, ideal for close-up architectural visualization, urban decay environments, and restoration project simulations. Its PBR compatibility means it integrates seamlessly with physically based rendering workflows in Blender, Unreal Engine, and Unity, allowing for accurate interaction with scene lighting and shadows. The texture’s seamless tiling capability ensures it can cover large surfaces without visible repetition or discontinuities, maintaining visual authenticity across expansive brick walls.
For optimal use, it is advisable to adjust the UV scale to match the real-world brick dimensions, preventing distortion or unnatural repetition. Additionally, fine-tuning the roughness map can help simulate varying degrees of weathering, from relatively smooth patches to heavily eroded areas. When working with height or parallax mapping, blending these with the normal map can enhance the perception of depth in cracks and mortar joints without excessive geometric complexity, preserving performance while achieving rich surface detail.
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.
