Smooth Aged Worn — Yellow Floor Brick Floor Brick Outdoor — PBR seamless 3D texture free download

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

Preview — Smooth Aged Worn — Yellow Floor Brick Floor Brick Outdoor — PBR seamless 3D texture

IDfloor-klinkers-04-smooth-aged-worn-brown-yellow-floor
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Smooth Aged Worn Yellow Floor Brick texture is a meticulously crafted seamless 3D texture designed to replicate the natural appearance of outdoor floor klinkers 04 with a realistic aged and worn look. The base material emulates man-made ceramic bricks composed of fine mineral aggregates bound by durable adhesives showcasing a slightly porous surface that has weathered over time resulting in subtle dirt accumulation and natural discoloration in brown and yellow hues. Its surface finish reflects a smooth yet imperfect character capturing the nuanced wear and tear typical of outdoor brick floors exposed to environmental elements. Pigments and oxide layers embedded within the brick’s composition produce the rich yellow tones balanced by earthy browns while the natural roughness and unevenness emphasize its authenticity and tactile quality.

This physically based rendering (PBR) texture package includes comprehensive maps such as albedo (BaseColor) normal roughness height (displacement) ambient occlusion and metallic channels all optimized for seamless tiling and high performance across modern digital content creation pipelines. The albedo map delivers accurate color information highlighting the subtle pigment variations and dirt deposits. The normal map defines the fine grain orientation and surface imperfections enhancing the perception of depth and physicality under varied lighting. Roughness controls the smooth yet aged finish balancing reflective properties to simulate outdoor weathering realistically. Height and ambient occlusion maps contribute to enhanced surface relief and shading consistency vital for achieving reliable results in real-time engines like Unreal Engine Unity and rendering software such as Blender. This texture is provided in 4K resolution with an optional 8K version for high-end use cases ensuring detailed fidelity without manual tweaking.

Optimized specifically for floor klinkers 04 applications this brown and yellow brick texture performs reliably across game engines and DCCs delivering balanced detail and efficient renders suitable for outdoor floor and wall surfaces. The seamless tileable design allows easy repetition without visible borders making it ideal for large-scale environments. For practical use adjusting the UV scale to slightly increase tile density can improve the perceived resolution on expansive floors while fine-tuning roughness values can help adapt the surface reflectivity to different lighting conditions or weather effects. This texture supports the metal-rough workflow and includes PNG and EXR formats providing flexibility for both real-time and offline rendering processes.

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.