Seamless mossy brick 3d texture pbr 8k damp rough surface wall free download

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

Preview — Seamless mossy brick 3d texture pbr 8k damp rough surface wall

Texture Info

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

This seamless mossy brick 3D texture presents a highly detailed surface of rough, damp bricks arranged in a classic random bond pattern. The base material consists primarily of fired clay bricks with a porous, grainy structure, typical of traditional masonry. The bricks exhibit natural wear and weathering, characterized by irregular surface pits and micro-cracks that enhance the tactile roughness. The mortar between bricks is aged and weathered, displaying subtle erosion and fine granular texture, indicative of lime or cement-based binders that have absorbed moisture over time. Overlaying this composition, patches of natural moss grow sporadically across the brick faces and mortar joints, adding organic complexity and muted green hues to the overall color palette.

From a material composition perspective, the substrate is predominantly silicate-rich clay, forming the brick’s dense yet porous matrix. The binders include mineral-based cements with fine aggregates, which contribute to the mortar’s coarse texture and visual depth. The moss introduces a soft, fibrous layer that contrasts with the harder brick surface, with moisture retention causing damp patches that affect the brick’s surface finish, rendering it matte and uneven rather than polished. Pigments arise naturally from iron oxides within the clay, giving the bricks their characteristic reddish-brown tones, while the moss introduces subtle variations of green and brown, enhancing the weathered, reclaimed appearance.

In terms of PBR workflow, the texture is meticulously crafted with multiple channels to simulate realistic light interaction. The BaseColor (Albedo) map captures the true colors of clay, moss, and mortar without baked lighting, ensuring accurate diffuse reflection. The Normal map encodes fine surface details such as the brick’s grainy texture, mortar erosion, and moss fibers, providing convincing micro-relief at close inspection. The Roughness map reflects the varying surface finishes, from the damp, matte brick surfaces to the softer, less reflective moss patches. The Metallic channel is uniformly black, as the materials are non-metallic. Ambient Occlusion enhances depth perception in brick crevices and mortar gaps, while the Height/Displacement map conveys the uneven relief of bricks and moss, enabling parallax or tessellation effects for enhanced geometric realism.

Rendered in ultra-high 8K resolution, this texture ensures exceptional detail and clarity, suitable for close-up visualizations. It is fully optimized for seamless tiling, making it ideal for use in Blender, Unreal Engine, and Unity projects that demand realistic architectural surfaces with natural decay. For practical application, it is recommended to adjust UV scale carefully to preserve the brick size authenticity and to fine-tune roughness values when simulating varying moisture levels, ensuring the wet and dry areas respond correctly under dynamic lighting. Additionally, blending height and normal maps can improve depth perception without excessive geometry, balancing performance and visual fidelity.

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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