Seamless Brick Wall 04 by Texture Haven – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Brick Wall 04 by Texture Haven – PBR 3D Texture (8K ready)

IDbrick-wall-04-by-texture-haven-pbr-seamless-8k
Brick
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Seamless Brick Wall 04 by Texture Haven is a meticulously crafted PBR 3D texture designed to authentically replicate the complex and weathered surfaces typical of traditional brick masonry. At its core this material simulates a composite structure composed of sturdy clay bricks each exhibiting natural variations in grain porosity and subtle imperfections such as chipped edges and fine cracks. These ceramic bricks are bonded together by a mortar matrix made from cement and plaster which introduces an uneven rough finish to the surface. The plaster binder contains subtle mineral inclusions and oxide pigments lending muted earth tones to the base color and contributing to a tactile realistic appearance that reflects years of outdoor exposure to natural weathering and environmental effects.

In physically based rendering workflows this texture’s detailed characteristics are accurately conveyed across multiple texture channels for consistent shading in modern engines such as Blender Unreal Engine and Unity. The BaseColor (Albedo) map captures the warm earthy reds of the clay bricks alongside the cooler gray tones of the cement and plaster mortar. The Normal map encodes intricate surface details from the rough plaster texture to the cracked and chipped edges of the bricks providing essential depth cues without altering geometry. The Roughness map reflects the variable matte finish of the surface highlighting areas where the plaster appears smoother or where weathering has eroded both brick and mortar unevenly. The Metallic channel is intentionally left null to preserve the ceramic and mineral authenticity of the material while the Ambient Occlusion map enhances perception of depth by darkening crevices and chipped areas. Additionally the Height or Displacement map offers subtle relief enabling realistic parallax and displacement effects that emphasize the uneven weathered character of the masonry surface.

Optimized for seamless tiling and supporting resolutions up to 8K this texture is ideal for high-fidelity architectural visualizations and immersive game environments. It integrates seamlessly with the Principled BSDF shader in Blender where correct import settings—using sRGB for the BaseColor and Non-Color for data maps—ensure physically accurate results. In both Unreal Engine and Unity’s URP and HDRP pipelines connecting the BaseColor Roughness Normal and Ambient Occlusion maps to their respective inputs guarantees realistic material rendering. For best results it’s recommended to maintain consistent texel density across your UV layout and consider using layered or triplanar mapping techniques to minimize visible repetition. Combining the Normal map with the Height or Parallax maps further enhances the tactile realism of the brick and mortar surfaces delivering a convincingly weathered brick wall appearance suitable for a wide range of 3D 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.