Brick Wall Rough — Brick Bricks Wall Red Brick — PBR seamless 3D texture free download

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

Preview — Brick Wall Rough — Brick Bricks Wall Red Brick — PBR seamless 3D texture

IDred-brick-brick-bricks-wall-brick-wall-rough-exterior
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents a rough red brick wall meticulously crafted to simulate the complex makeup and weathered surface of traditional man-made brickwork. The base substrate of this material is a fired clay ceramic composed predominantly of mineral-rich clay bonded with natural binders that give bricks their characteristic hardness and durability. The texture captures the granular structure of the brick aggregates and the porous surface caused by microscopic air pockets and wear over time. Natural iron oxide pigments impart the warm red hues while slight variations and roughness reveal the uneven slightly eroded surface typical of exterior brick walls exposed to the elements. The mortar joints subtly integrated reflect a cement-based binder with a contrasting texture and roughness further enhancing realism.

In the PBR workflow this brick wall texture is provided with a full set of physically based maps optimized for modern pipelines and real-time rendering engines such as Blender Unreal Engine and Unity. The Albedo (BaseColor) map accurately reproduces the vibrant red tones and subtle color shifts of the ceramic bricks and gray mortar. The Normal map encodes the fine surface details and irregularities including cracks and chips that add depth and tactile realism without geometry changes. The Roughness map defines the variable matte finish—bricks appear rough and weathered while mortar areas have a slightly different reflectivity. The Height map supports displacement and parallax effects emphasizing three-dimensional relief and enhancing depth perception. Ambient Occlusion highlights shadowed crevices between bricks providing better contrast and grounding the texture in lighting environments. Metallic values remain minimal as bricks and mortar are non-metallic materials ensuring physically accurate shading.

Offered in a high-resolution 4K format with an optional 8K upgrade this texture is tileable and seamlessly repeats ideal for large exterior surfaces without visible seams. It is provided in both PNG and EXR formats to support diverse workflows whether for offline rendering or real-time applications. Calibrations and metal/roughness workflow compatibility ensure consistent shading results across different digital content creation systems (DCCs) and game engines requiring no manual tweaking to achieve balanced detail and optimal performance. To maximize realism it is recommended to adjust the UV scale to maintain correct brick proportions and fine-tune the roughness map slightly to match specific lighting conditions or desired weathering effects.

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.