Seamless Bricks 045 by Textures – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Bricks 045 by Textures – PBR 3D Texture (8K ready)

IDbricks-045-by-textures-pbr-seamless-8k
Brick
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Bricks 045 by Textures is a meticulously crafted PBR 3D texture designed to authentically replicate the composition and appearance of traditional brick masonry. The base substrate consists of mineral-based clay bricks distinguished by their coarse grain structure and subtle porosity that contributes to a realistic tactile feel. These bricks display a naturally weathered surface with a slightly rough matte to semi-matte finish that highlights their organic origin. The mortar binding the bricks is composed of lime cement and sand aggregates forming a durable yet subtly textured adhesive layer. The color palette features warm orange and brown hues derived from iron oxide pigments embedded within the brick body complemented by muted gray mortar patches that enhance the overall natural and aged aesthetic. Surface variations such as minor chipping slight erosion and irregular mortar joints further enrich the authenticity of this texture evoking the typical wear patterns seen in exposed brickwork.

This texture pack provides high-fidelity PBR channels to ensure consistent and physically accurate rendering across various platforms. The Base Color (Albedo) map captures the nuanced tonal variations of the orange and brown bricks alongside the contrasting gray mortar all calibrated in sRGB color space for precise shading. The Normal map encodes detailed surface irregularities including brick edges mortar depth and subtle grain textures improving light interaction and enhancing surface depth perception. The Roughness channel defines the non-metallic slightly coarse finish of both bricks and mortar simulating the tactile roughness expected from weathered masonry. The Metallic channel is uniformly set to zero reflecting the purely mineral and organic nature of the material. Ambient Occlusion adds natural shadowing within crevices and mortar joints reinforcing volume and depth. Height and Displacement maps enable parallax or geometry displacement effects further elevating the realism of brick surfaces under dynamic lighting conditions.

Optimized for seamless tiling and scalable up to 8K resolution this texture ensures crisp detail and minimal repetition on large surfaces making it well-suited for architectural visualization game environments and VR applications. It integrates seamlessly with modern rendering engines such as Blender’s Principled BSDF shader Unreal Engine’s material system and Unity’s URP and HDRP pipelines supporting Base Color Roughness Normal and Ambient Occlusion inputs. For best results it is recommended to maintain consistent texel density and experiment with triplanar or layered UV mapping to reduce visible tiling artifacts. Additionally combining the Normal map with Height or Parallax maps can significantly enhance perceived surface depth and realism. When importing ensure the Base Color texture is set to sRGB while all data-driven maps use Non-Color to preserve their accuracy during rendering workflows.

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.