Converting AVIF to TGA produces a texture-pipeline format for game engines and 3D DCC tools. TGA's alpha channel and RLE compression make it a working format despite its 40-year history.
Drag & drop image files here, or browse
Drop your AVIF files here
Pixel preservation is lossless relative to the AVIF decode. File size grows substantially; TGA's RLE compression is far less efficient than AVIF. HDR AVIF content is tonemapped to 8-bit RGBA during conversion.
TGA is supported by 3D tools, game engines, Photoshop, and GIMP. Not a consumer format.
AVIF is an image format built on the AV1 video codec, standardized in 2019. It supports HDR, wide color gamut, 12-bit depth, alpha, and animation. At matched perceived quality it's typically 50% the size of JPG and 20% smaller than WebP. Support is near-universal in modern browsers but spottier in image editors.
TGA (Targa) was developed in 1984 for Truevision graphics cards. It persists in game development, 3D rendering, and film VFX pipelines because it supports high bit-depths, an alpha channel, and optional run-length compression. Many DCC tools (Maya, Blender, ZBrush) use TGA for textures.
Yes, with an 8-bit alpha channel. AVIF's alpha transfers cleanly.
Some 3D pipelines specifically expect TGA. If your tools read PNG cleanly, PNG is a fine choice.
AVIF is an image format built on the AV1 video codec, standardized in 2019. It supports HDR, wide color gamut, 12-bit depth, alpha, and animation. At matched perceived quality it's typically 50% the size of JPG and 20% smaller than WebP. Support is near-universal in modern browsers but spottier in image editors.
TGA (Targa) was developed in 1984 for Truevision graphics cards. It persists in game development, 3D rendering, and film VFX pipelines because it supports high bit-depths, an alpha channel, and optional run-length compression. Many DCC tools (Maya, Blender, ZBrush) use TGA for textures.
Yes. The converter runs entirely in your browser using WebAssembly. Your images are never uploaded, never sent to a server, and never leave your device.
There's no hard limit, but because everything runs in your browser you're bounded by available memory. Very large images (over a few hundred megapixels) can hit browser memory limits. Process in smaller batches if you run into issues.