The Weathered Painted Brick Texture Seamless high resolution up to 8k is a finely detailed AI-generated material crafted to replicate the authentic composition and appearance of aged brick surfaces. This texture showcases mineral-based ceramic bricks bonded with a traditional mortar adhesive, forming a porous and slightly rough substrate that has endured natural wear and chipping over time. The painted finish on the bricks features subtle layers of pigment and oxide stains, resulting in a matte, semi-rough surface with gentle discolorations and weathering effects typical of long-term exposure to environmental elements. The brick’s fine grain orientation and micro-cracks are carefully rendered to simulate the complex interplay between the ceramic base, mortar joints, and paint layers, enhancing the texture’s visual depth and realism.
In terms of PBR channel representation, the BaseColor/Albedo map accurately conveys the nuanced hues of the faded paint interspersed with dirt and oxide residues, while the Normal map emphasizes the tactile surface imperfections and the relief of the mortar joints. The Roughness channel presents subtle variations that differentiate between the smoother painted areas and the rougher brick substrate. The Metallic channel remains minimal, reflecting the non-metallic nature of brick and mortar, whereas Ambient Occlusion enhances the depth of crevices and joint shadows, adding to the material’s dimensionality. The Height/Displacement map accentuates the three-dimensional quality of the weathered edges and surface irregularities, contributing to an immersive 3D preview experience.
This tileable weathered painted brick texture seamless high resolution up to 8k is optimized for seamless tiling, allowing the coverage of extensive surfaces without visible repetition, making it ideal for architectural visualization, game environments, and cinematic renders. Fully compatible with popular 3D software such as Blender, Unreal Engine, and Unity, it integrates effortlessly into diverse workflows with minimal setup. For best results, users are encouraged to adjust the UV scale carefully to maintain natural brick proportions and to fine-tune roughness values to harmonize with the specific lighting conditions of their scenes. This AI texture offers an exceptional balance of crisp detail and natural weathering, enhancing any collection of brick textures with an authentic, high-resolution finish that performs exceptionally well in material composition and 3D previews.
This AI texture features a seamless weathered painted brick texture in high resolution up to 8K, offering a realistic PBR appearance with detailed weathering and surface variations for enhanced material composition.
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.
