Seamless Bricks 020 by Textures – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Bricks 020 by Textures – PBR 3D Texture (8K ready)

IDbricks-020-by-textures-pbr-seamless-8k
Brick
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Bricks 020 by Textures is a meticulously crafted PBR 3D texture that authentically replicates the look and feel of traditional fired clay bricks. Its base substrate is mineral-based composed primarily of ceramic aggregates tightly bonded by natural silicate compounds resulting in a dense yet subtly porous structure. This composition provides a robust foundation that captures the inherent qualities of fired bricks including slight variations in grain orientation and porosity. The surface finish is smooth with a subtle weathering effect showcasing gentle wear and environmental exposure that adds a layered realistic masonry appearance. The warm red coloration originates from iron oxide pigment layers embedded deeply within the brick body offering consistent color with soft tonal shifts that enhance naturalism. Fine displacement around mortar joints and delicate surface grain further enrich the texture’s depth and tactile realism making it ideal for architectural visualizations and game environments requiring authentic brick surfaces.

Within physically based rendering workflows this texture pack offers highly accurate shading properties across multiple PBR channels to maximize realism. The BaseColor (Albedo) map faithfully portrays the brick’s warm red hues and subtle pigment distribution creating a natural yet vibrant base color. The Normal map encodes intricate surface details such as fine roughness minor chips and grain texture which contribute to a convincing tactile feel. Roughness maps control light interaction by balancing semi-matte reflections characteristic of fired ceramic bricks—neither overly glossy nor flat—while the Metallic channel remains unused reflecting the non-metallic ceramic composition. Ambient Occlusion enhances depth perception by emphasizing mortar crevices and surface recesses and the Height/Displacement map provides subtle 3D relief elevating realism particularly when used with parallax or tessellation effects in modern rendering engines.

Optimized for resolutions up to 8K this seamless texture set supports large-scale tiling without visible repetition or distortion ensuring detailed and consistent results in high-quality projects. It integrates seamlessly with leading 3D rendering engines such as Blender—where it complements the Principled BSDF shader—as well as Unreal Engine and Unity’s PBR pipelines including URP and HDRP Lit shaders. To achieve the best visual fidelity it is recommended to maintain consistent UV texel density when scaling the maps and to experiment with layered or triplanar mapping techniques to minimize pattern repetition. For accurate color reproduction import BaseColor maps using sRGB color space while loading Normal Roughness and Height maps as non-color data to preserve precision and shading fidelity. Adjusting roughness values can further fine-tune the balance between subtle reflectivity and diffuse lighting enhancing the natural appearance of brick facades under varied lighting conditions.

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.