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Convert DDS game textures to PNG, JPG, WebP or TGA right in your browser - BC7, BC6H HDR, normal maps and cubemaps included. Batch convert whole folders, export every mipmap and download one ZIP. Only want to look inside a texture? Open it in the DDS File Viewer, or convert Photoshop files with PSD to PNG.
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DDS is the texture container of DirectX games.
Most image editors and browsers cannot open it, which is why modders convert textures to PNG first.
| Format | Also called | Typical use |
|---|---|---|
| BC1 | DXT1 | Opaque colour, 1-bit cut-out alpha |
| BC2 | DXT3 | Sharp alpha - foliage, decals |
| BC3 | DXT5 | Smooth alpha - the classic all-rounder |
| BC4 | ATI1 | One channel - height, roughness, masks |
| BC5 | ATI2, 3Dc | Two-channel normal maps |
| BC6H | - | HDR skies and lighting |
| BC7 | - | High-quality colour + alpha in modern games |
| Uncompressed | RGBA, BGRA, R10G10B10A2, float | UI art, lookup tables, raw data |
DX10 extended headers, sRGB variants, texture arrays and volume textures are read as well. Paletted and YUV files are the rare exception - the converter tells you which file it skipped.
Normal maps. BC5 maps come out with their blue channel rebuilt, so they look like a normal map instead of red and green noise. Moving a map from Unreal to Unity or Blender? Switch on Flip green.
Alpha masks. Many games hide a gloss, metal or height mask in the alpha channel. Keep alpha on and the colour under it is saved untouched - or split it out as its own image.
Skyboxes. Export a cross for skybox tools, or six faces when an engine wants them one by one. Ready to edit? Shrink the results with Compress PNG or the Image Resizer.
Drop one or more .dds files on the converter, check the preview, pick PNG and press Convert to PNG.
One or two images download straight away; more than two come as a single ZIP. Everything happens in your browser.
Yes. BC7 textures convert with full quality and alpha, and BC6H HDR textures are tone-mapped to a normal 8-bit image with an exposure control.
DXT1, DXT3, DXT5, BC4, BC5, DX10 headers and uncompressed formats work too.
BC5 and ATI2 normal maps store only the red and green channels to save space. Keep Rebuild blue (Z) on and the converter recalculates the blue channel.
Flip green converts between DirectX and OpenGL normal maps - Unity and Blender want OpenGL, Unreal wants DirectX.
You choose: six separate face images named _posx to _negz, one unfolded cross image (4 x 3), or one horizontal strip (6 x 1).
Texture arrays and volume textures are saved as one image per slice.
Yes. Choose All levels under Mipmaps and each level is saved as its own image, named with its size - for example rock_mip2_512x512.png.
You can also pick one level, or set a maximum size. The converter then uses the texture's own smaller mipmap instead of resampling it.
Yes, exactly. The PNG is written with straight alpha, so the colour under transparent pixels survives too - important when a texture keeps a gloss or height mask in its alpha channel.
You can also remove alpha, or save it as a separate _alpha greyscale image. Need it smaller afterwards? Run it through Compress PNG.
No. The textures are decoded and converted in your browser, so they never leave your device.
That makes the converter safe for unreleased game assets and mod work.