Converting JPG to TGA produces a format game engines and 3D DCC tools (Maya, Blender, Substance, ZBrush) accept natively. TGA supports an alpha channel and straightforward RLE compression, making it a common texture format even today.
Drag & drop image files here, or browse
Drop your JPG files here
JPG's lossy artifacts stay in the TGA. No alpha channel exists in the source JPG, so textures will be fully opaque unless you add transparency separately. TGA files are larger than JPG but smaller than BMP thanks to run-length compression on suitable content.
TGA is read by every major 3D package, most game engines, Photoshop, GIMP, and dedicated texture tools. Browsers and general-purpose image viewers often don't support TGA; it's a production-only format.
JPG (JPEG) is a 1992 lossy photo format that became the default way to store photographs on the web. It uses a discrete cosine transform plus quantization, tuned so that errors fall where human vision is least sensitive. No transparency, no animation, but excellent for photos at 70–90% quality.
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.
No. JPG doesn't store an alpha channel, so the resulting TGA will be fully opaque. For textures that need transparency, convert from PNG or a format that supports alpha.
Yes, especially in legacy pipelines and as a source format before baking to compressed GPU formats (DDS, KTX2). Many texture artists still use TGA as an intermediate working format.
JPG (JPEG) is a 1992 lossy photo format that became the default way to store photographs on the web. It uses a discrete cosine transform plus quantization, tuned so that errors fall where human vision is least sensitive. No transparency, no animation, but excellent for photos at 70–90% quality.
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.