Rough Herringbone Brick — Brick Bricks Pavement Herringbone Brick Bricks — PBR seamless 3D texture free download

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

Preview — Rough Herringbone Brick — Brick Bricks Pavement Herringbone Brick Bricks — PBR seamless 3D texture

IDherringbone-pavement-rough-herringbone-brick-bricks-pavement-pavement-patterned
Park pavement
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Rough Herringbone Brick texture represents a meticulously crafted physically based material designed to replicate the authentic look and feel of urban pavement patterned with interlocking bricks. The base substrate mimics fired clay ceramic enriched with mineral aggregates that give the bricks their characteristic rough surface and durable composition. Fine sand and small gravel inclusions create subtle grain orientation while the porous surface shows signs of moderate weathering consistent with outdoor man-made sidewalks and city floors. The surface finish is naturally rough and unpolished emphasizing tactile imperfections and wear that add realism to the texture. Earth-toned pigments and iron oxide layers provide the warm reddish-brown hues typical of brickwork in urban environments seamlessly blending with the ambient occlusion and height variations to enhance depth and dimensionality.

This seamless 3D texture is offered in high-resolution 4K with an optional 8K version for demanding high-end rendering pipelines. The included PBR maps—albedo (BaseColor) normal roughness ambient occlusion and height—accurately convey the material’s complex surface details. The albedo channel captures the subtle pigment variations and oxide staining while the normal map defines the intricate brick edges and mortar joints. The roughness map reflects the uneven weathered finish ensuring realistic light scattering on both direct and ambient illumination. The ambient occlusion layer simulates shadowing in crevices between bricks and the height map provides displacement data for enhanced parallax effects in real-time engines. This texture is optimized for use in Blender Unreal Engine and Unity supporting the metal/rough workflow and calibrated for consistent shading across real-time and offline renderers.

Its tileable nature makes it ideal for large-scale urban environments outdoor sidewalks and patterned pavement floors without visible seams or repetition artifacts. When applying this texture adjusting the UV scale to match real-world brick dimensions ensures optimal detail and realism. For enhanced surface authenticity fine-tuning the roughness map can simulate varying weathering stages from freshly laid bricks to heavily trafficked city sidewalks. The height map can also be leveraged for parallax occlusion mapping to emphasize the interlocking brick pattern and depth variations making it a versatile and reliable choice for modern pipelines in digital content creation and game development.

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.


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