Worn Brick Floor — Weathered Weatherbeaten Brick Weatherbeaten Brick Bricks — PBR seamless 3D texture free download

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

Preview — Worn Brick Floor — Weathered Weatherbeaten Brick Weatherbeaten Brick Bricks — PBR seamless 3D texture

IDworn-brick-floor-old-weathered-weatherbeaten-brick-bricks-broken
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This worn brick floor texture authentically replicates the appearance of old weathered and weatherbeaten bricks that have endured prolonged exposure to natural elements. The base material consists of fired clay bricks characterized by naturally embedded mineral inclusions which contribute to their porous and uneven surface structure. These bricks are traditionally bonded with cement-based mortar which like the bricks themselves has aged to exhibit a rough cracked and crumbling finish. The surface shows signs of extensive wear including broken edges chips and erosion alongside layers of oxidized iron oxide pigments responsible for the bricks’ distinctive reddish-brown coloration. Accumulated dirt soot and subtle discolorations further enhance the texture’s dilapidated and damaged look emphasizing the uneven and rough qualities of this weatherbeaten brick floor.

In this physically based rendering (PBR) seamless 3D texture the albedo (BaseColor) channel captures the variegated tones of both the fired clay bricks and the aged cement mortar highlighting subtle color shifts and embedded grime that increase visual authenticity. The normal map details surface relief by emphasizing cracks chips and the grain orientation of the ceramic bricks providing convincing depth and tactile realism. The roughness map differentiates the matte eroded brick faces from the comparatively smoother cement joints accentuating the weathered finish. Ambient occlusion enriches shadowing within crevices and fractured areas to reinforce three-dimensional perception while the height map supplies precise displacement data suitable for parallax occlusion or tessellation effects highlighting the uneven topology of the broken and cracked bricks. Metallic values remain negligible reflecting the non-metallic ceramic nature of the materials.

Available in high-resolution formats up to 8K this tileable physically based texture is optimized for seamless integration with Blender Unreal Engine and Unity supporting a metal/rough workflow that ensures consistent shading and lighting across diverse rendering platforms. For optimal results in large-scale scenes adjusting the UV scale can reduce tiling repetition and enhance realism while fine-tuning the roughness map allows control over the material’s interaction with light. Utilizing the height map alongside parallax occlusion or tessellation can further amplify the perceived depth and irregularity of this worn brick floor adding immersive weathered character to architectural visualizations game environments or historical reconstructions requiring authentic damaged brick surfaces.

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.