Painted Peeling Brick — Peeling Brick Wall Brick Wall Outdoor — PBR seamless 3D texture free download

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

Preview — Painted Peeling Brick — Peeling Brick Wall Brick Wall Outdoor — PBR seamless 3D texture

IDwhite-bricks-rough-old-uneven-damaged-worn-painted
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Painted Peeling Brick texture authentically represents the surface of old worn outdoor brick walls composed of mineral-based ceramic bricks. These bricks are traditionally bonded using lime and cement mortars creating a rough porous substrate that naturally weathers over time due to exposure to environmental elements. The surface is characterized by multiple layers of painted white pigment now peeling and cracking to reveal uneven damaged patches of the raw brick beneath. This weathered finish shows accumulated dirt and grime highlighting the coarse rough nature of the man-made wall. Subtle variations in color arise from oxide pigments within the paint layers while the natural porosity and irregular grain of the bricks contribute to a tactile realistic appearance typical of aged outdoor masonry.

This seamless tileable 3D texture is designed as a physically based rendering (PBR) material optimized with a comprehensive set of texture maps to ensure accurate shading and realistic lighting effects across multiple rendering workflows. The BaseColor (Albedo) map captures the peeling white paint interspersed with dirt smudges and exposed brick surfaces. The Normal map enhances the uneven relief of chipped and cracked brickwork adding fine surface detail to edges and crevices. Roughness maps distinguish between the smoother painted areas and the coarse weathered brick while the Ambient Occlusion channel deepens shadows in porous or damaged sections. Height and displacement maps provide subtle surface relief for parallax effects improving depth perception in both real-time engines and offline renders. This texture follows a metal/roughness workflow making it fully compatible with Blender Unreal Engine and Unity delivering physically accurate and high-quality results without manual adjustments.

Available in crisp 4K resolution with an optional 8K upgrade for ultra-high fidelity projects this Painted Peeling Brick material is supplied in both PNG and EXR formats accommodating a wide range of digital content creation pipelines. For optimal results it is recommended to carefully adjust UV scaling to preserve the natural proportions and grain of the brick pattern avoiding distortion that could reduce realism. Additionally fine-tuning roughness values can enhance the contrast between the peeling paint and the exposed rough brick surfaces achieving a balanced look that maintains detailed authenticity while ensuring efficient rendering performance. This physically based seamless white brick texture is ideal for outdoor architectural visualizations game environments and virtual production workflows that demand realistic weathered brick walls with natural aging and intricate surface detail.

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.