This seamless painted brick 3D texture features a dense arrangement of rectangular bricks laid in a classic running bond pattern, characterized by offset horizontal rows and thin mortar joints. The base material consists primarily of fired clay bricks, known for their durable, slightly porous structure. Each brick is coated with a smooth, glossy paint layer that enhances the visual uniformity and adds a subtle sheen to the surface, suggesting a well-maintained exterior facade. The thin mortar lines between bricks are composed of a cementitious binder mixed with fine aggregates, providing a narrow but distinct separation that emphasizes the geometric regularity of the brickwork. The overall form is flat yet detailed, balancing the hard edges of the bricks with the delicate mortar crevices, which contribute to the texture’s photorealistic depth and complexity.
The paint finish on the bricks incorporates synthetic pigments and binders that deliver vibrant, colorful tones while maintaining a slightly worn, natural appearance to avoid an overly artificial look. This painted surface exhibits minimal weathering, with fine micro-scratches and subtle variations in roughness that simulate real-world exposure to environmental factors. The texture’s porosity is low due to the paint layer sealing the clay bricks, but the underlying roughness and grain of the fired clay remain perceptible beneath the coating. Such detailed surface characteristics are captured in the Normal and Height maps, which provide precise displacement and surface relief, enhancing the 3D realism. The Roughness map controls the glossiness, reflecting the smooth, semi-gloss finish of the painted bricks, while the Ambient Occlusion map accentuates shadowed crevices and mortar depth. The Metallic channel remains at zero, consistent with the non-metallic nature of brick and paint materials.
Rendered at an impressive 8K resolution, this texture supports physically based rendering (PBR) workflows, ensuring accurate light interaction and material response in real-time and offline applications. Its high resolution allows for close-up viewing without loss of detail, making it suitable for modern rendering engines such as Blender’s Cycles and Eevee, Unreal Engine, and Unity. The texture’s clean, colorful aesthetic suits urban architectural visualizations, modern facades, or stylized game environments where a smooth yet realistic painted brick surface is required. The seamless nature of the texture enables easy tiling across large surfaces without visible repetition, preserving the integrity of the material’s form and pattern.
For optimal usage, it is recommended to carefully adjust the UV scale when applying the texture to avoid distortion of the running bond pattern, maintaining consistent brick proportions. Additionally, fine-tuning the roughness map can help achieve the desired level of glossiness, from a more matte finish to a subtly reflective surface. When incorporating height and normal maps, blending these channels thoughtfully can enhance the tactile quality of the bricks, particularly around mortar edges, without exaggerating displacement artifacts. This approach ensures the painted brick wall remains visually coherent and physically plausible under varying 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)
- 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.
