This seamless glazed brick texture showcases a meticulously crafted running bond pattern composed of smooth, rectangular bricks with a thin mortar joint separating each unit. The base material is traditional fired clay, refined and coated with a durable vitreous glaze that produces a highly reflective, glossy surface. The glaze enhances the brick’s density, reducing porosity and creating a smooth finish that resists weathering and stains. The substrate beneath consists of a dense ceramic body, while the glaze layer provides subtle variations in sheen and coloration, achieved through a combination of mineral-based pigments and firing techniques that produce rich, vibrant red and brown hues with occasional slight tonal shifts.
The geometric form emphasizes a classic brick shape with sharp, clean edges and a consistent size that creates a uniform and orderly running bond layout. The thin mortar joints are rendered with a slightly rougher, matte texture to contrast the glossy bricks, simulating cementitious material with fine aggregates that produce a subtle grain. This mortar is portrayed with a slightly lighter tone and minimal displacement to visually separate the bricks without overpowering the composition. The overall surface finish is predominantly polished due to the glaze, while the mortar provides a tactile contrast to highlight the brick pattern’s dimensionality and form.
In terms of PBR workflow, the texture includes a high-resolution 8K BaseColor map representing the rich ceramic pigment and reflective glaze variations. The Normal map captures the fine detail of the brick edges and subtle surface imperfections, enhancing the sense of depth and form. The Roughness map accurately defines the smooth, reflective glazed surfaces with low roughness values, while the mortar areas show higher roughness for a matte appearance. The Metallic map is uniformly set to zero, consistent with non-metallic ceramic materials. Ambient Occlusion adds depth to the thin mortar crevices and brick recesses, emphasizing the running bond relief. The Height/Displacement map delivers precise elevation data, enhancing the 3D form when parallax or tessellation techniques are employed.
This texture is optimized for seamless tiling and compatibility with Blender, Unreal Engine, and Unity, making it suitable for architectural visualization, product design, and game environments requiring realistic decorative brick walls. For best results, adjusting the UV scale to match real-world brick dimensions ensures accurate proportions, while fine-tuning the roughness channel can help achieve any desired variation in glossiness. When using height or parallax mapping, blending with the normal map improves the perception of depth without harsh edges, preserving the smooth, glazed aesthetic of the brick surface.
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.
