This seamless painted brick 3D texture presents a meticulously crafted brick facade composed of rectangular clay bricks arranged in a classic running bond pattern. Each brick exhibits a smooth, dense surface indicative of a fine-grained clay substrate, carefully fired to achieve uniform hardness and minimal porosity. The bricks are coated with a thin, even layer of paint that enhances their durability and imparts a subtle gloss. This paint layer typically consists of acrylic or latex binders mixed with finely ground pigments, which provide consistent color coverage while maintaining slight surface variations that catch light realistically. The mortar joints are thin and precisely defined, made from a mixture of cement, lime, and fine sand, creating a smooth yet tactile contrast to the painted brick faces.
In terms of form, the texture captures the precise geometry of the brick facade, including the slight bevels and chamfers on the brick edges, contributing to realistic shadowing effects. The running bond layout reinforces the traditional masonry pattern, where each brick is offset by half its length relative to the course above and below, ensuring structural stability and visual rhythm. The thin mortar joints accentuate this pattern without overpowering it, lending a refined, clean aesthetic. Weathering effects are minimal to preserve the fresh paint appearance, yet subtle surface imperfections such as faint micro-scratches and tiny bubbles in the paint film add authenticity to the material.
Mapped for physically based rendering workflows, this texture utilizes several PBR channels to replicate material behavior under varying light conditions. The BaseColor (Albedo) channel conveys the painted brick’s uniform color and subtle tonal shifts caused by surface texture and paint wear. The Normal map captures fine details like brick grain, mortar texture, and edge chamfers, enhancing the illusion of depth without geometry overhead. The Roughness map defines the smooth, slightly glossy finish of the painted surface, where lower roughness values reflect the paint’s subtle sheen, while higher values in the mortar simulate its matte, porous nature. The Metallic channel is generally kept at zero, as bricks and mortar are non-metallic, while Ambient Occlusion emphasizes crevices between bricks and mortar for realistic shadowing. The Height (Displacement) map provides precise relief data for parallax or tessellation effects, highlighting the brick edges and mortar joints to reinforce the 3D structure.
Rendered at an impressive 8K resolution, this texture ensures exceptional detail and sharpness, making it well-suited for high-fidelity architectural visualization and digital environments. It is fully compatible with major 3D platforms including Blender, Unreal Engine, and Unity, facilitating seamless integration into various workflows. For optimal results, it is advisable to carefully adjust the UV scale to maintain realistic brick proportions relative to the scene. Additionally, fine-tuning the roughness channel can help achieve the desired balance between glossiness and matte surfaces, while blending height and normal maps can enhance depth perception without compromising performance.
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.
