This seamless exposed brick 3D texture showcases a rough and weathered brick wall composed of traditional fired clay bricks arranged in a random bond pattern. Each brick exhibits a porous, grainy surface typical of aged masonry, with subtle variations in thickness and erosion that reveal decades of environmental exposure. The substrate primarily consists of dense ceramic clay infused with iron oxide pigments, giving the bricks their characteristic earthy reds and browns. The mortar joints, visibly weathered and cracked, are formed from a lime-cement binder mixed with fine sand aggregates, providing a contrasting pale gray tone that highlights the irregular brick layout and enhances the tactile quality of the surface.
Structurally, the bricks feature a slightly rough and uneven finish due to natural wear, with surface micro-roughness accentuated by accumulated dust and minor chipping. The texture captures the intricate interplay between the porous brick material and the weathered mortar, with the latter exhibiting a matte, slightly crumbly appearance due to exposure to moisture and freeze-thaw cycles. This worn surface finish contributes to a realistic aging effect without any polished or sealed coating, maintaining the authenticity of a rustic, unrefined brick wall. The random bond arrangement breaks uniformity, emphasizing the handcrafted nature of traditional masonry and adding visual interest through variation in brick orientation and joint alignment.
From a technical standpoint, the texture is optimized for Physically Based Rendering (PBR) workflows and is delivered in an 8K resolution that ensures exceptional detail and clarity. The BaseColor (Albedo) channel accurately reproduces the color variations of the bricks and mortar, while the Normal map encapsulates the subtle bumps, cracks, and relief of the rough brick surfaces and recessed mortar joints. The Roughness map highlights the matte, uneven finish of both materials, controlling light diffusion to simulate the real-world interaction of light with porous ceramic and cementitious binders. The Metallic channel is kept at zero, reflecting the non-metallic nature of brick and mortar. Ambient Occlusion enhances the depth perception in crevices and mortar gaps, and the Height/Displacement map provides precise surface elevation data for realistic parallax effects and accurate shadowing in 3D applications.
This texture is fully compatible and ready for use in Blender, Unreal Engine, and Unity, making it suitable for architectural visualization, game environments, and digital set extensions where an authentic, weathered brick wall appearance is essential. For optimal results, it is recommended to carefully adjust the UV scale to maintain the natural size of bricks relative to the model and to fine-tune the roughness values to balance between overly matte and slightly reflective surfaces depending on lighting conditions. Additionally, blending the Height map with Normal maps can enhance depth perception without excessive geometry displacement, preserving performance while achieving a convincing tactile quality.
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.
