Archviz Brick Substance Designer Terracotta Wall — Seamless PBR Texture free download

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

Preview — Archviz Brick Substance Designer Terracotta Wall — Seamless PBR Texture

IDarchviz-brick-substance-designer-terracotta-wall
Wall
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Brick Substance Designer Terracotta Wall texture is a meticulously crafted seamless PBR material designed for physically based rendering workflows. The base substrate replicates authentic terracotta bricks composed primarily of fired clay minerals with natural iron oxide pigments that impart the characteristic warm reddish-brown color. The surface showcases subtle variations in grain orientation and porosity influenced by the ceramic firing process which results in a slightly rough yet durable finish. Weathering effects such as gentle chipping and surface wear are captured in detail to enhance realism without overwhelming the brick’s inherent texture. The mortar joints are integrated seamlessly simulating traditional binders and aggregates to create a cohesive wall composition ideal for architectural visualization projects.

In the PBR workflow this texture set includes all commonly used maps to accurately convey the material’s composition and surface properties. The BaseColor (Albedo) channel presents a consistent color response with natural oxide pigment tones while the Normal map defines the fine grain and subtle surface irregularities. Roughness values are calibrated to reflect the semi-matte slightly porous terracotta finish balancing specular highlights and diffuse reflections. The Metallic map is kept minimal as terracotta is non-metallic ensuring physically accurate light interaction. Ambient Occlusion enhances depth perception around cracks and crevices and the Height/Displacement map provides detailed surface relief for realistic parallax or tessellation effects. This texture is curated at up to 8K resolution making it suitable for high-fidelity archviz projects as well as real-time engines like Unreal Engine and Unity and offline renderers including Blender Cycles and Eevee.

To optimize usage it is recommended to adjust the UV scale to maintain the natural brick proportions and avoid repetitive patterns when applying this texture to large surfaces. Fine-tuning the roughness map can help achieve the desired balance between matte and slightly glossy finishes depending on environmental lighting. Additionally leveraging the height map for parallax effects can add convincing depth to flat surfaces without heavy geometry enhancing visual realism in both game engines and visualization workflows. This seamless terracotta brick wall texture is prepared to integrate smoothly into your project’s color space and gamma settings; verifying these parameters will ensure the material matches your scene’s lighting and rendering setup accurately.

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.