Seamless 3D Texture PBR 8K Halloween Old Grimy Brick Wall Surface free download

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

Preview — Seamless 3D Texture PBR 8K Halloween Old Grimy Brick Wall Surface

Texture Info

IDseamless-3d-texture-pbr-8k-halloween-old-grimy-brick-wall-surface
CategoryHalloween
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D PBR texture captures the intricate details of an old grimy brick wall surface in stunning 8K resolution, designed specifically for Halloween and horror-themed digital environments. The base material consists of weathered red bricks formed from fired clay minerals, with natural iron oxide pigments giving the bricks their characteristic rusty hue. These bricks are bonded together with a porous, aged mortar that acts as the adhesive, exhibiting worn, cracked, and uneven grain orientation from decades of exposure to harsh outdoor conditions. The surface finish is rough and matte, covered with layers of accumulated dirt, moss, and organic grime that contribute to its authentic, spooky aged effect. This combination of mineral-based bricks and organic surface deposits creates a compelling tactile impression perfect for haunted houses, creepy alleyways, and ruined structures in photorealistic renders or game scenes.

In the PBR workflow, the BaseColor (Albedo) channel reveals the deep reds and browns of the bricks interspersed with muted greens and dark greys of moss and dirt, perfectly representing the natural colorants and weathering effects. The Normal map emphasizes the rough, cracked texture of each brick and the uneven mortar joints, enhancing the perception of depth and surface irregularities. Roughness values vary realistically across the surface, with smoother patches on worn mortar contrasting with the coarse, gritty brick faces, while the Metallic channel remains minimal to none, reflecting the non-metallic nature of the brick and organic materials. Ambient Occlusion adds subtle shadowing in crevices and cracks, boosting the atmospheric, worn look. The Height (Displacement) map provides fine elevation changes that allow for realistic parallax and depth effects in real-time engines.

Rendered at ultra-high 8K resolution, this seamless texture is optimized for use in Blender, Unreal Engine, and Unity projects, ensuring crisp detail even in close-up views and large-scale wall compositions. The tileable design allows for extended, continuous surfaces without visible seams, enabling efficient workflow for both architectural visualizations and immersive game environments. For practical application, adjusting the UV scale to slightly reduce the tiling frequency can enhance realism by avoiding repetitive patterns, while fine-tuning the roughness parameter can tailor the surface reflectivity to match different lighting conditions, from damp shadows in haunted exteriors to dry, sun-faded alleyways.

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.