Texture packing and resizing
Get textures ready for a game engine: pack AO, roughness and metallic into the channels of one ORM or mask texture, unpack a packed texture again, put sprites on one sheet with a JSON atlas, resize to power-of-two sizes with colour, data and normal maps each resampled correctly, and preview the full mip chain of a texture down to 1 × 1.
Tools in this group
| Mipmap Generator (Texture Mip Chain) | Make all the mip levels of a texture, see them side by side, and download each level or a ZIP. |
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| ORM Texture Packer | Pack ambient occlusion, roughness and metallic maps into one texture for glTF, Unreal or the Unity HDRP mask map. |
| Power of Two Texture Resizer | Resize any image to a power-of-two size (256, 512, 1024 …) for game engines and GPU mipmaps. |
| Texture Channel Splitter | Unpack a channel-packed texture into separate grey maps, one per channel. |
| Texture Packer (Sprite Sheet) | Pack many sprites into one sprite sheet and get the frame data as JSON for Phaser, Pixi or your own engine. |