Seamless 3d texture pbr 8K painted brick wall with weathered brick and peeling paint details free download

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

Preview — Seamless 3d texture pbr 8K painted brick wall with weathered brick and peeling paint details

IDseamless-3d-texture-pbr-8k-painted-brick-wall-with-weathered-brick-and-peeling-paint-details
Wall
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture showcases a painted brick wall characterized by weathered brick and peeling paint details meticulously crafted using physically based rendering (PBR) techniques and rendered at an impressive 8K resolution. The base substrate consists of traditional fired clay bricks composed primarily of silicate minerals vitrified into a hard yet porous ceramic matrix. These bricks are arranged in a classic running bond pattern with uniform mortar joints made from lime-based cement mixed with fine mineral aggregates. Over time the brick surfaces have naturally aged developing subtle cracks chips and surface erosion that contribute to their rough porous texture. The original paint layer formulated with mineral pigments suspended in oil- or acrylic-based binders has deteriorated due to prolonged exposure to UV radiation moisture and temperature fluctuations resulting in extensive peeling and flaking that reveals the raw brick beneath. This complex layering of materials—ceramic brick lime mortar and organic pigment binders—creates a richly detailed tactile surface that captures the essence of a weathered painted brick wall.

From a materials and composition perspective the fired clay bricks absorb moisture and accumulate dirt over time enhancing the weathered effect and increasing surface roughness. The peeling paint layer displays varying degrees of opacity and color fading with mineral pigments breaking down and binders cracking which adds visual complexity and depth. The mortar joints provide a slightly smoother contrast to the rough brick faces emphasizing the texture’s layered construction. In the PBR workflow the BaseColor (Albedo) map accurately represents the muted chipped paint hues alongside subtle shifts in brick and mortar tones. The Normal map encodes the intricate relief of brick edges peeling paint flakes and mortar joints delivering enhanced surface dimensionality. Roughness is higher on exposed brick areas to simulate coarse ceramic surfaces and lower where paint remains intact reflecting the material’s varied finishes. The Metallic channel remains consistently low as all components are non-metallic. Ambient Occlusion accentuates the depth of crevices and cracks while the Height/Displacement map captures the uneven topology caused by peeling paint and eroded brick surfaces enabling realistic parallax and displacement effects in rendering engines.

Optimized for seamless tiling and detailed close-ups this texture is fully compatible and Unreal Blender and Unity ready making it ideal for architectural visualizations game environments and urban or industrial scenes seeking authentic painted brick surfaces. To achieve the best visual results carefully adjusting the UV scale is recommended to maintain proper brick proportions relative to your scene and fine-tuning roughness values can help adapt the texture to specific lighting conditions. Additionally blending the Height and Normal maps enhances the tactile realism of peeling paint edges especially when viewed from oblique angles ensuring a photorealistic and richly detailed representation of weathered brick walls at an ultra-high 8K resolution with accurate PBR detail fidelity.

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.