Brick Pavement — Brick Bricks Pavement Bricks Pavement Gray — PBR seamless 3D texture free download

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

Preview — Brick Pavement — Brick Bricks Pavement Bricks Pavement Gray — PBR seamless 3D texture

IDbrick-pavement-02-old-rough-brick-bricks-pavement-gray
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Brick Pavement 02 texture offers a seamless and physically based rendering (PBR) material designed to faithfully replicate the complex characteristics of man-made outdoor flooring. The surface is composed of weathered gray bricks set within a traditional mortar binder reflecting the natural mineral composition of fired clay bricks combined with fine aggregates in the joints. The bricks exhibit a rough aged finish with subtle porosity and micro-cracks that arise from prolonged exposure to urban environments. These surface details are captured with precision across multiple PBR channels: the Albedo (BaseColor) map defines the muted gray pigments and oxide layers that give the bricks their distinct coloration while the Normal map enhances the tactile grain orientation and uneven brick edges. Roughness maps emphasize the worn matte finish typical of old sidewalks balancing surface reflectivity to avoid unnatural glossiness. Ambient Occlusion layers provide depth to crevices and Height maps enable realistic displacement to simulate the subtle elevation changes between bricks and mortar.

Optimized for use in modern 3D pipelines this texture is available in ultra-high resolutions up to 8K with a default 4K option suitable for most real-time and offline rendering applications. It is fully tileable ensuring consistent repetition without visible seams making it ideal for large-scale urban environment modeling or game level design. The material uses a metal/roughness workflow compatible with industry-standard software such as Blender Unreal Engine and Unity supporting consistent shading and lighting calibration across diverse renderers. This ensures reliable visual fidelity whether applied to detailed close-ups or expansive pavement surfaces maintaining a balanced trade-off between detail and performance across digital content creation suites and game engines.

For practical application adjusting the UV scale to match the real-world size of bricks can significantly enhance realism preventing texture stretching or tiling artifacts. Additionally fine-tuning the roughness map can help tailor the surface response to different weather conditions or lighting setups such as dampening the roughness for a wet pavement look. Utilizing the Height map for parallax effects can further add depth and immersion especially in first-person or close-range scenes. This brick pavement texture thus serves as a versatile and high-quality resource for artists aiming to recreate authentic urban sidewalks floors or other man-made outdoor flooring in their projects.

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.