Texture Image Converter & Resizer

Convert texture images between PNG, JPEG, WebP and KTX2, resize to any dimensions, and compress textures to GPU-friendly KTX2. All in your browser.

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About This Tool

Convert between PNG, JPEG, WebP and KTX2 formats, resize images to any size, adjust output quality, and compress textures to GPU-friendly KTX2 for 3D engines and games. Everything runs locally in your browser, so your files never leave your device.

Tips

  • 1KTX2 dramatically reduces texture size for 3D and game engines
  • 2ETC1S mode gives the smallest files; UASTC gives higher quality
  • 3JPEG does not support transparency, so transparent areas become white
  • 4Resize fields default to square presets; aspect ratio lock is available in custom mode

About Configuration Options

Output Format

Output Format

Defaultstl

Choose the output format. PNG is lossless with transparency; JPEG is lossy without transparency; WebP supports transparency with efficient compression; KTX2 is a GPU-compressed texture container.

stlRecommended
3mf
glb

Output Dimensions

Output Dimensions

Set the output width and height. Square presets (e.g. 1024×1024) suit texture workflows; use custom with optional aspect-ratio lock to keep source proportions. Format-conversion pages default to the source size.

Lock aspect ratio

Defaulton

When enabled in custom size mode, changing width or height automatically scales the other side to match the source image proportions. Disable to set width and height independently.

Quality

Quality

Default90%

Range10% – 100% · step 5%

Lossy compression quality for JPEG and WebP. Higher values yield better quality but larger files.

KTX2 Encoding Mode

KTX2 Encoding Mode

Defaultetc1s

ETC1S is block-compressed for smallest files, ideal for mobile. UASTC is near-lossless with higher quality, ideal for desktop.

etc1sRecommended
uastc

KTX2 Quality

KTX2 Quality

Default80%

Range10% – 100% · step 5%

Quality level for both ETC1S and UASTC modes. Higher values produce better texture quality but larger files. ETC1S maps quality to 1-255 range; UASTC maps to 0-3 range.

Format Information

Input / Output

Extension:
Image
Full Name:
Image File
Type:
Image
Format:
PNG / JPG / JPEG / SVG / WebP
Open With:
Image EditorWindows PhotosPreview (Mac)Vector EditorWeb BrowserInkscape
Description:
Any supported image format including PNG, JPG, JPEG, SVG, and WebP. The tool automatically detects the format and applies the appropriate conversion settings.

Notes:

  • Maximum supported resolution: 4096×4096 pixels

Supported Features:

  • Supports PNG, JPG, JPEG, SVG, and WebP formats
  • Automatic format detection
  • Transparency support for PNG and WebP

How to Use

1

Import Image File

Drop a PNG, JPEG, WebP, BMP, or KTX2 texture/image file. KTX2 inputs are automatically decoded to PNG for conversion.

2

Configure Conversion Parameters

Choose output format when available (PNG, JPEG, WebP, KTX2), set target dimensions for texture size, and adjust quality. For KTX2, pick ETC1S or UASTC.

3

Convert and Download

Click Convert to process the image or texture. The file downloads automatically in your chosen format, ready for web, design, or 3D pipelines.

Frequently Asked Questions

View all FAQs

About this tool

Q

What is KTX2 and why use it?

A

KTX2 is a GPU-compressed texture container using Basis Universal. Textures stay compressed on the GPU, saving memory and bandwidth, which is essential for 3D engines and games. This tool can encode PNG/JPEG/WebP to KTX2 and decode KTX2 back to PNG.

Q

What's the difference between ETC1S and UASTC?

A

ETC1S is a block-compressed mode that produces the smallest files at the cost of some quality. UASTC is a near-lossless mode with higher quality but larger files. Use ETC1S for most cases, and UASTC when quality matters most.

Q

Why does my JPEG lose transparency?

A

JPEG does not support alpha transparency. When converting to JPEG, transparent pixels are filled with white. Use PNG or WebP to preserve transparency.

Q

Which format conversions does this tool support?

A

PNG, JPEG, WebP and KTX2 are available as output formats, and PNG, JPEG, WebP, BMP and KTX2 files are accepted as input. You can convert between any of the raster formats, encode images to GPU-friendly KTX2, and decode KTX2 back to PNG.

Q

Can I convert multiple images at once?

A

The tool processes one image at a time. Since every conversion runs locally in your browser, it is instant: just run it again for each file you need.

Q

Which output format should I choose?

A

Use PNG for transparency and lossless storage, JPEG for photos and opaque color maps at a small size, and WebP for web delivery with efficient compression and alpha support. Choose KTX2 when you need GPU-compressed textures for 3D engines and games.

General questions

Q

Is Any3D completely free?

A

Yes, Any3D's core features are free to use forever. We provide format conversion, model optimization, and online preview at no cost, with no registration required.

Q

Are my files uploaded to your servers?

A

No. Files you select are processed only in your browser on this device, so they never leave your device and are never sent to our servers. We don't store any user files; after processing, related data in browser memory is released.

Q

Do I need to install software?

A

No installation required. Any3D is entirely browser-based; just open the webpage to use all features. It works on Windows, Mac, Linux, and other major operating systems.

Q

Is there a file size limit?

A

The processing capacity depends on your device performance and the model's vertex count and texture complexity, rather than file size alone. We impose no file size limit, but when a model exceeds what your device can handle, the page may lag or even crash.