Free Brick Texture Seamless
Download this free seamless brick texture for architectural visualization. One complete tile covers 1 × 1 meters. Each set includes 2K color, OpenGL normal and roughness maps, a ZIP, and a tiled preview. Free commercial use, no attribution and no signup.

Free texture downloads
Download brick PBR ZIP — 5.77 MB (maps, scale README and license).

PBR maps and formats
| Map | Resolution / format | Color space | Size / download |
|---|---|---|---|
| color | 2048 × 2048 / JPG | sRGB | 617.5 KB (617,450 bytes) |
| normal | 2048 × 2048 / PNG | Non-Color | 4.02 MB (4,017,318 bytes) |
| roughness | 2048 × 2048 / JPG | Non-Color | 520.2 KB (520,159 bytes) |
| height | 2048 × 2048 / JPG | Non-Color | 612.0 KB (611,960 bytes) |
Color uses sRGB; normal, roughness and height use Non-Color/linear data. OpenGL normals use +Y: invert green only for a DirectX workflow. PNG avoids normal-map JPEG blocks. Some matte normals use reduced channel precision before lossless compression to meet the download budget. These are original procedural materials, not measured scans.
Shader starting values: metallic=0, transmission=0, IOR=1.5.
Height range: -0.0007076038746163249 to 0.010296841152012348 meters. Decode a normalized height sample h as h × (0.010296841152012348 − (-0.0007076038746163249)) + (-0.0007076038746163249). Use sufficient subdivision and reduce the normal contribution if displacement already supplies the full profile.
Material and design notes
Use this red brick texture for running-bond facades, courtyard walls and exposed interior masonry. Warm units and recessed mortar give it a recognizable masonry rhythm. Set the repeat size before composing window heads and sills, then check whether the visual courses agree with the opening proportions.
The height map is useful for shallow joint relief but is not a complete brick wall assembly. Soldier courses, lintels, expansion joints and exposed reveals should be modeled or assigned separately. Repeated running bond is appropriate across a field; blindly stretching that field around an opening usually is not.
Real-world scale and setup
One full tile is exactly 1 × 1 m (100 × 100 cm). Set the physical map width and height to 1 m. For a surface W meters wide and H meters high, use W / 1 repeats in U and H / 1 in V. On a 1 m square this is 1 / 1 repeats on each axis (approximately 1).
- SketchUp: create a material from the color JPG, unlock its aspect ratio only if needed, and enter 1 m for both texture dimensions. Apply it to correctly sized faces. Set normal and roughness in your renderer’s material editor; native SketchUp color mapping alone does not use all PBR maps.
- Revit: duplicate an appearance asset; in the image texture editor set the sample size to 1 m × 1 m. Match that scale in additional supported image channels. Image scale and drafting/model surface-pattern scale are separate settings; do not assume changing one changes the other.
- 3ds Max / V-Ray: use a box or planar UVW Map gizmo with width and length 1 m and bitmap tiling 1, or use matching Real-World Map Size on both bitmap and mapping modifier. Do not apply both methods at once. Use VRayNormalMap for the normal and linear roughness, or invert roughness for a reflection-glossiness workflow.
- Blender: apply object scale, unwrap a known W × H meter face, then set UV extents to W/1 by H/1. Alternatively, on a 1 m square with UVs 0–1, set Mapping X and Y to 1/1. Feed the linear normal into a tangent-space Normal Map node. Use roughness as data, not sRGB.
- D5 / Enscape / Lumion / Twinmotion: load color, normal and roughness in a suitable custom material. Set physical repeat width and height to 1 m (or 100 cm); where only relative tiling is exposed, calibrate against a known 1 m reference plane using 1/1 repeats. These controls and channel support vary by version; do not use the same arbitrary scale-slider number across applications.
Keep all map UV transforms identical. The preview’s 2×2 swatch does not change the map scale. Rotate the whole mapping for directional wood, fabric and brushing, and recheck visible normal direction after any renderer conversion.
Render your architectural design
Build your material study in your modeling tool, then use Render a House to turn a sketch, viewport export or architectural image into a presentation render. Describe the intended finishes in your prompt. Render a House works from images; downloading these maps does not automatically import a PBR material into the service.
Free commercial-use license
Free for commercial use, no attribution required — Render a House. These original procedural textures are supplied with CC0-style license text inside every ZIP. You may use and modify them for personal or commercial projects. No third-party texture images were downloaded. Provided as-is without warranty; visual maps are not construction or product-performance specifications.
Frequently asked questions
Does the running bond include lintels and soldier courses?
- No. The texture is a repeating field of running bond. Define special courses and structural opening details separately, maintaining a consistent unit scale instead of stretching the image to fit the opening.
What real-world size does one brick tile cover?
- One complete image covers 1 × 1 meters. Set mapping width and height to 1 m; on a 1 m square use 1 repeats per axis. The 2×2 swatch shows 2 × 2 m, not a different-resolution download.
Does the brick download include a height map?
- Yes. The ZIP includes an 8-bit grayscale height JPG. Decode it in meters as sample × (0.010296841152012348 − (-0.0007076038746163249)) + (-0.0007076038746163249). Subdivide the surface for actual displacement and avoid adding the full relief twice with normal and displacement.
Can I use these textures in commercial architectural projects?
- Yes. These original procedural textures are free for commercial use, no attribution required — Render a House. No third-party source textures were downloaded; the ZIP includes the license and there is no signup requirement.
Which color spaces and normal convention should I use?
- Load color as sRGB. Load roughness, height and normal as Non-Color or linear data. Normals use tangent-space OpenGL +Y; invert the green channel only if your renderer requires DirectX normals. Roughness is not glossiness: invert it for a glossiness-only slot.
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