This seamless tumbled brick 3D texture showcases a rugged brick wall composed of weathered, aged bricks arranged in a random bond pattern. The bricks exhibit a rough, grainy surface marked by natural erosion and surface irregularities typical of tumbled brick masonry. The base material is fired clay with a porous structure, its composition including fine mineral aggregates and natural binders that have developed micro-cracks and pits over time. The mortar joints between bricks are visibly weathered, presenting a crumbly and eroded texture that enhances the authentic aged appearance.
In terms of geometric form, the texture captures the rectangular, hand-finished bricks with slightly rounded edges and uneven surfaces due to tumbling. The irregular random bond arrangement avoids repetitive patterns, creating a natural and convincing brick wall layout. The surface finish is matte and rough, with no polish, emphasizing the tactile quality of the brick’s grainy and porous facade. Color variations range from deep reds and burnt oranges of the brick body to muted grays and whites within the weathered mortar, achieved through subtle pigment dispersion in the fired clay and mineral deposits.
The PBR texture maps are meticulously crafted to represent these material characteristics accurately. The BaseColor (Albedo) map reflects the rich color gradations across bricks and mortar. The Normal map conveys the intricate surface relief, including chipped edges and pits, giving depth to the rough brick face. The Roughness channel emphasizes the coarse, matte finish with high roughness values across brick surfaces and slightly smoother mortar areas. The Metallic map is nearly black, reflecting the non-metallic nature of clay bricks. Ambient Occlusion enhances shadowing in crevices and mortar joints, while the Height/Displacement map provides subtle elevation changes for realistic surface undulations, suitable for parallax or tessellation effects.
Rendered at an impressive 8K resolution, this texture is optimized for physically based rendering workflows and is fully compatible with Blender, Unreal Engine, and Unity. Its seamless tileability and high detail make it ideal for close-up architectural visualizations, game environments, and heritage restoration projects where material authenticity is critical. For best results, it is recommended to adjust the UV scale to ensure the brick size matches the intended real-world dimensions, fine-tune roughness values to balance reflectivity under different lighting conditions, and blend height and normal maps carefully to enhance the perceived depth without introducing artifacts.
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.
