Sure I could just send you the maps but I think you'll benefit more if you try to do it yourself. It is 5 min job and next time you will need no help.
I have no CG background, I'm rather hobbyst so my approach might be wrong but still, it works great in everyday archiviz and only that matters.
Quick intro:
For making 99% of architectural materials those three maps (Diffuse, Bump, Specular/Roughness) are all you need. Sometimes it is enough to place only Diffuse map in every slot (this is how we do LW's materials) but it would be a shame to have such advanced renderer and not use it potential.
So why to make 3 different maps for one material? So you can control every aspect of your material separately.
1.
Diffuse map - colour map of material. Make sure it is seamless and does not have any noticable shadows (like 90% of free textures have) Otherwise it will look fake if the lighting direction/power won't match the one in the map.
2.
Bump map - grayscale version of Diffuse map. More gradients = stronger bump. To do such a map you need to go to:
Image -> Mode -> Lab Colour -> Grayscale -> RGB
Now you can use PS tools to clean some areas and alter others. Here the most bright should be the brick face and the darkest - mortar.
3.
Specular / Roughness map - altered version of Bump map. More white = more specular. Now it is up to you what areas and how much reflective you need'em to be. Usually I do this:
Ctrl+L (levels) -> move left slider a bit to the right / move right slider a bit to the left -> judge the preview. This will add more contrast to the map and alter the reflective areas of the map. Roughness map is usually inverted version of a Specular map, so you don't even need to make one, Maxwell has such option on the fly.
Hope that was clear enough. Have fun.