The worn painted brick texture seamless high resolution up to 8ktexture authentically captures the intricate details of aged masonry where mineral-rich clay bricks meet layers of weathered paint and natural erosion. The base substrate consists predominantly of ceramic bricks, crafted from finely ground clay that has been fired into a durable, porous structure exhibiting subtle grain orientation and fine mineral inclusions. Over time, layers of oxide-based pigments and mineral colorants applied as paint have chipped and worn unevenly, exposing the underlying brick tones with variations in porosity and texture. Cement mortar residues and organic binders intermingle with the weathered paint surface, enhancing the tactile, matte finish and contributing to the realistic aged patina that defines this seamless worn painted brick texture seamless high resolution up to 8k. The soft edges of the chipped paint and the natural irregularities in the brick surface provide an authentic feel without any artificial gloss or polish, making it ideal for realistic material portrayal in 3D environments and architectural visualizations.
This tileable worn painted brick texture seamless high resolution up to 8k excels in physically based rendering (PBR) workflows by delivering highly detailed channel maps that replicate the complex interplay between paint, brick, and mortar. The BaseColor or Albedo map reveals distinct painted areas with faded pigments alongside exposed brick hues, balancing saturation and weathering effects to maintain realism. The Normal map encodes micro-relief features such as chipped paint edges, brick grain, and mortar joints, adding convincing depth and shadow interplay without increasing geometric complexity. Roughness channels emphasize the matte, weathered surface, showing higher roughness in paint-chip regions and smoother textures on exposed brick faces. The Metallic map remains consistently non-metallic, true to the ceramic and painted materials, while Ambient Occlusion enhances shadows in crevices and mortar lines for greater visual depth. Height and Displacement maps capture subtle elevation differences between paint layers and brick substrate, enabling enhanced parallax and shadowing effects in engines that support these features.
Designed for seamless repetition, this worn painted brick texture seamless high resolution up to 8k allows users to cover expansive surfaces effortlessly without visible tiling artifacts, making it perfect for game environments, product mockups, interior staging, and detailed 3D preview applications. Its ultra-high resolution ensures crisp detail preservation even at close inspection or large-scale renders. Fully compatible with Blender, Unreal Engine, and Unity, this AI texture worn painted brick texture seamless high resolution up to 8k integrates smoothly into diverse workflows. For optimal realism, it is recommended to fine-tune roughness intensity to suit your lighting setup, which helps maintain a natural appearance and improves material interaction with scene illumination. Additionally, careful UV scaling prevents the pattern from appearing overly uniform or stretched, preserving the organic, weathered character of the 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)
- 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.
