Brick Old Wall Weathered — Seamless PBR Texture free download

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

Preview — Brick Old Wall Weathered — Seamless PBR Texture

IDbrick-old-wall-weathered
Wall
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Brick Old Wall Weathered texture is a meticulously crafted seamless PBR material designed for physically based rendering workflows. Composed primarily of natural clay-based bricks bonded with aged lime mortar this surface showcases the unique characteristics of an old weathered wall. The bricks exhibit a porous roughened mineral substrate with subtle grain orientation visible in the worn edges and chipped surfaces. The mortar acts as a weather-resistant binder now showing signs of gradual erosion and discoloration from prolonged exposure to environmental elements. The surface finish is matte with a mildly rough texture reflecting years of oxidation and natural wear lending authenticity to the material’s aged appearance. Pigments within the bricks include iron oxide layers giving the classic reddish-brown hues while subtle darkening and staining from organic growth and dust contribute to the overall weathered look.

In the PBR texture maps the BaseColor (Albedo) channel faithfully reproduces the color variations of the brick and mortar capturing the nuanced tones and weathered stains without baked-in lighting. The Normal map enhances the tactile roughness and chipped edges emphasizing the depth of the mortar joints and the uneven brick surfaces. Roughness values range naturally to simulate the worn and slightly porous finish while the Metallic channel remains near zero consistent with the non-metallic mineral composition of the wall. Ambient Occlusion maps add depth to crevices and cracks enhancing realism in both real-time and offline rendering scenarios. Height/Displacement maps provide subtle relief for parallax effects emphasizing the mortar recesses and surface imperfections. This set is optimized for up to 8K resolution ensuring crisp detail even at large scales making it ideal for archviz projects game engines like Unreal Engine and Unity and Blender-based workflows.

To achieve the best results it is recommended to carefully adjust UV scaling to maintain the natural brick size and to fine-tune roughness values depending on lighting conditions—smoother for indoor scenes and rougher for outdoor weathered effects. When using height or parallax mapping subtle displacement enhances the perception of depth without causing rendering artifacts helping to bring the weathered old brick wall texture to life in any visualization or interactive environment. This material is fully licensed curated for quality and ready for seamless large-scale tiling with consistent color response fitting seamlessly into any project setup while preserving natural realism.

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

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