This seamless 8K PBR 3D texture showcases a weathered brick pavement surface characterized by a mineral-based ceramic substrate typical of aged masonry. The bricks exhibit natural rough wear, with porous surfaces revealing fine cracks and eroded edges caused by long-term exposure to outdoor elements. Embedded chalk markings, likely applied with calcium carbonate pigments, contrast subtly against the brick’s faded red and brown oxide layers. Between the bricks, patchy grass grows sporadically, representing organic intrusion that adds realism to the composition. The binders and mortar, composed of cementitious materials and fine aggregates, show signs of natural degradation and surface discoloration, further enhancing the authentic aged appearance. The dry surface finish ensures minimal gloss, emphasizing the rough texture and enhancing detail clarity across all PBR channels.
In terms of material representation through PBR channels, the BaseColor (Albedo) map captures the muted red and earthy hues of the weathered bricks along with the white chalk markings and greenish tones of patchy grass. The Normal map provides finely detailed relief, highlighting cracks, chipped edges, and subtle grass blades protruding between bricks. The Roughness channel reflects the non-reflective, matte finish typical of aged brick and worn chalk, with higher roughness values on the mortar and grass areas, while the Metallic map remains near zero to represent the non-metallic nature of the materials. Ambient Occlusion deepens the perception of depth in crevices and between bricks, and the Height/Displacement map accentuates the tactile unevenness caused by natural wear and vegetation intrusion, ideal for parallax effects in real-time engines.
Rendered at ultra-high 8K resolution, this texture is fully optimized and Blender, Unreal Engine, and Unity ready, ensuring crisp detail and seamless tiling for large-scale outdoor scenes. It is especially suited for realistic park or urban environment visualizations where natural aging and environmental interaction are key. For best results, use a moderate UV scale to preserve the intricate chalk markings and subtle grass patches without repetition artifacts. Adjusting roughness values slightly can help fine-tune the wetness or dryness appearance of the surface depending on scene lighting. Incorporating the height map with parallax occlusion mapping enhances the immersive quality by simulating depth variations realistically on flat geometry.
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.
