Brick Bricks Floor — Stenciled Brick Floor Damaged Dry Brick — PBR seamless 3D texture free download

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

Preview — Brick Bricks Floor — Stenciled Brick Floor Damaged Dry Brick — PBR seamless 3D texture

IDstenciled-brick-floor-worn-old-damaged-dry-brick-bricks
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture depicts a stenciled brick floor featuring worn old and damaged dry bricks ideal for outdoor flooring projects that demand authentic weathered surfaces. The underlying material is a man-made composition primarily consisting of fired clay terracotta bricks bonded with plaster concrete mortar a common substrate in traditional paving. These bricks naturally exhibit porosity and surface irregularities due to long-term environmental exposure with visible scratches chips and wear marks that enhance the realistic slightly rough finish. Between the bricks the cementitious mortar and aged concrete add subtle color and texture variation blending warm reddish terracotta tones with muted greys typical of outdoor worndown paving. This intricate composition is captured with physically based rendering (PBR) techniques ensuring the texture’s realism and consistency across various 3D applications.

The PBR workflow includes essential maps such as albedo normal roughness ambient occlusion and height each contributing to the detailed representation of the brick floor. The albedo (BaseColor) map reproduces the natural pigments and oxide layers of the terracotta and cement portraying faded weathered colors that evoke authentic outdoor brickwork. The normal map adds depth by simulating grain orientation chipped edges and fine scratches while the roughness map balances smooth and coarse areas to reflect the contrast between polished brick faces and eroded mortar joints. Ambient occlusion enhances shadowing in crevices and gaps emphasizing the dimensionality of the paving and the height map supports subtle displacement effects for enhanced realism in both real-time and offline rendering engines. As expected the metallic channel remains minimal consistent with the non-metallic nature of bricks and cement-based materials.

Available in high-quality 4K resolution with an optional upgrade to 8K this seamless texture is optimized and tileable delivering reliable visually consistent results without the need for manual adjustments in Blender Unreal Engine and Unity. For optimal integration adjusting the UV scale to match real-world brick dimensions ensures the texture maintains appropriate detail and proportionality. Additionally fine-tuning the roughness values can simulate varying surface conditions such as emphasizing dryness or slight wetness depending on the scene’s environmental context. This detailed material composition combined with advanced PBR mapping and cross-platform compatibility makes this stenciled brick floor texture a versatile choice for architectural visualizations game environments and any 3D project requiring authentic weathered outdoor brick flooring.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.