Converting TGA to JPG shrinks game-dev or 3D texture files dramatically for general sharing. Useful when texture work or sprite art needs to leave the production pipeline and reach email, web, or social contexts.
Drag & drop image files here, or browse
Drop your TGA files here
Lossy compression is introduced. Alpha channel is flattened to a background color. For photographic texture content, JPG at quality 85 is effectively indistinguishable; for hard-edged pixel art or UI, artifacts are more visible.
JPG runs on every platform ever.
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.
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.
No. JPG has no alpha channel. Transparent regions flatten to a solid background color.
For photographic texture content, typically 10–50×. For flat-color sprite art, less savings but still usually significant.
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.
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.
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.