This weathered old brick texture seamless high resolution up to 8ktexture authentically represents the intricate materials and aged character typical of traditional brick masonry. The primary base substrate is composed of fired clay minerals, meticulously compacted and bonded using lime-based mortars that have naturally weathered over time. This aging process results in a slightly porous surface, revealing subtle grain orientation and fine micro-cracks formed by decades of environmental exposure. The surface finish is rough and matte, punctuated by mineral deposits and faint oxide layers that contribute to the brick’s distinctive warm reds and earthy browns. Variations in color saturation and delicate pigment shifts are captured in the BaseColor/Albedo channel, faithfully reflecting the natural weathering and mineral staining that define aged brick walls.
Within a physically based rendering (PBR) workflow, the Normal map accentuates the texture’s surface irregularities, such as eroded mortar joints and chipped brick edges, enhancing the tactile realism in 3D renders. The Roughness map skillfully balances areas of smoothed wear against rough, grainy patches, reproducing the heterogeneous finish typical of weathered masonry. Consistent with the ceramic, non-metallic nature of brick, the Metallic channel remains minimal to nonexistent. Ambient Occlusion enriches the visual depth by casting natural shadows in crevices and cracks, improving cohesion across expansive UV layouts. Meanwhile, the Height/Displacement map highlights the relief of bricks and mortar depths, ideal for parallax or displacement effects that add dimensional breakup without introducing harsh edges.
Designed for seamless tiling, this tileable weathered old brick texture seamless high resolution up to 8k is fully optimized for integration into modern 3D pipelines, including Blender, Unity, and Unreal Engine. Its high-resolution quality up to 8k ensures detailed clarity even on large surfaces, making it an excellent choice for architectural visualization, game environments, and digital sculpting projects. For optimal results, adjusting the UV scale to align with your scene’s architectural proportions is recommended, along with fine-tuning the roughness map to simulate realistic polished wear in high-contact areas, such as foot traffic zones. Combining this ai texture weathered old brick texture seamless high resolution up to 8k with a subtle ambient occlusion pass and a light normal map overlay can further enhance micro-surface details and overall realism in your 3D projects.
This seamless weathered old brick texture offers a highly detailed, seamless high resolution up to 8k, providing realistic brick textures with an accurate PBR appearance and an interactive 3D preview for precise material evaluation.
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.
