This worn old brick texture seamless high resolution up to 8ktexture authentically captures the unique character and material composition of aged brickwork with exceptional detail and realism. The base substrate reflects a mineral-based ceramic typical of traditional bricks, featuring irregular grain orientation and natural porosity formed over many years of exposure to the elements. The mortar, acting as the binder and adhesive, exhibits a slightly coarse texture with visible fine aggregates that contribute to the overall roughened, tactile surface. Oxide layers and natural pigments create warm red and brown colorants distributed unevenly across the brick faces and mortar joints, showcasing subtle erosion, weathering, and surface roughness that define the worn and aged appearance of this brick texture.
In physically based rendering (PBR) channels, the BaseColor or Albedo map highlights the variegated hues and weathered mortar tones, while the Normal map reproduces the uneven relief, including cracks, chipped edges, and surface imperfections that add depth and authenticity. The Roughness channel balances matte and slightly glossy areas, reflecting the textured but worn finish without unnatural shininess. The Metallic channel remains minimal, as these bricks are non-metallic, focusing on diffuse light interaction. Ambient Occlusion enhances shadowed crevices and mortar recesses, amplifying the perception of depth, while the Height or Displacement map accentuates surface irregularities and layered weathering, enhancing realism in close-up views.
Optimized for seamless tiling, this tileable worn old brick texture seamless high resolution up to 8k integrates effortlessly into modern 3D pipelines such as Blender, Unreal Engine, and Unity. Its high resolution up to 8k ensures sharp, crisp details even on large UV islands, making it ideal for architectural visualizations, game environments, interior staging, and product mockups. For best results, carefully adjust the UV scale to maintain natural proportions and avoid repetition artifacts. Additionally, fine-tuning the roughness and normal map intensity based on your scene’s lighting setup will help achieve a balanced and realistic finish, ensuring this AI texture worn old brick texture seamless high resolution up to 8k delivers maximum visual impact across projects.
The seamless worn old brick texture offers a seamless high resolution up to 8k with detailed brick textures and a realistic 3D preview that highlights its PBR appearance.
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.
