Converting BMP to TGA produces a texture-pipeline format compatible with game engines and 3D DCC tools. Both formats share similar histories and capabilities: uncompressed or lightly compressed, support for alpha, straightforward decode.
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Lossless pixel preservation. TGA with RLE compression is typically smaller than BMP for flat content; uncompressed TGA is similar in size. Alpha transfers cleanly from 32-bit BMP sources.
TGA is supported by every major 3D tool, most game engines, Photoshop, and GIMP. Not a consumer format.
BMP is the uncompressed Windows bitmap format from 1990. Files are huge because almost nothing is compressed, but the format is trivial to decode and supported by virtually every Windows utility, embedded system, and legacy tool. Useful as an interchange format when other options fail.
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.
Most texture pipelines accept both, but TGA is more historically idiomatic in 3D work. If your pipeline expects TGA, convert; otherwise either works.
Yes, if the BMP is 32-bit with an alpha channel. TGA's alpha handling is more reliable than BMP's across different tools.
BMP is the uncompressed Windows bitmap format from 1990. Files are huge because almost nothing is compressed, but the format is trivial to decode and supported by virtually every Windows utility, embedded system, and legacy tool. Useful as an interchange format when other options fail.
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.