Power of Two Texture Resizer
Batch resize textures to power-of-two sizes, convert to PNG, JPG or WebP and shrink file sizes.
- ✓ Free, no sign-up
- ✓ Works for Unreal Engine & Unity
- ✓ Files processed securely, never stored
Results
| File | Original | New size | File size |
|---|
Processed on our server. Files are never stored.
How to use the resizer
- Drop up to 30 textures.
- Pick a mode: nearest power of two, round down, round up, a percentage or an exact size.
- Set a max size so nothing ends up larger than your platform budget.
- Choose what happens when the aspect ratio changes: stretch (normal for textures that are mapped to UVs), fit with transparent bars, or crop.
- Pick a format and press Resize. One file downloads directly; several come as a ZIP with a size report.
Power-of-two sizes
| Size | Typical use |
|---|---|
| 128 – 256 | Icons, small props, decals |
| 512 – 1024 | Most props, UI atlases, mobile characters |
| 2048 | Hero props, characters, environment trim sheets |
| 4096 | Large terrain, cinematic hero assets (use sparingly) |
Why power of two still matters
- Unreal Engine: Epic's documentation recommends power-of-two sizes; they can be mipmapped and streamed, while non-power-of-two textures are not streamed. Newer engine versions are more flexible, but power-of-two sizes remain the safe, predictable choice. Use Maximum Texture Size to cap sizes per platform.
- Unity: set Max Size per platform in the import settings. The Non-Power of 2 option can rescale textures for you, but resizing the source keeps results predictable.
- Compression: block compression formats work on 4×4 pixel blocks, so sizes divisible by 4 (which every power of two above 2 is) compress cleanly.
Which format should I use?
- PNG: lossless. Use it for normal maps, masks, anything with alpha and pixel art.
- JPG: small, lossy, no alpha. Fine for photos and albedo source files.
- WebP: smaller than both, great for web builds and sharing previews.
Engines re-compress textures on import (BC/DXT on desktop, ASTC on mobile), so in-game memory depends on the import settings and resolution, not the source format. Smaller source files still make version control and downloads faster.
FAQ
Why should game textures be a power of two?
Sizes like 256, 512, 1024 and 2048 build a full mipmap chain and compress cleanly on every platform. Epic recommends power-of-two textures because they can be mipmapped and streamed, and Unity may pad or rescale other sizes, which wastes memory or changes your art.
Do textures need to be square?
No. 2048 x 1024 is fine, as long as each side is a power of two. Use "Force square" only if your pipeline needs it.
Which resize mode should I pick?
"Nearest" picks the closest power of two (1000 becomes 1024, 600 becomes 512). "Round down" never upscales, which keeps textures sharp and small. "Round up" never loses detail but uses more memory.
Does converting to WebP or JPG help my game size?
Engines re-compress textures on import (BC/DXT, ASTC), so the in-game size depends on the import settings. Smaller source files still speed up version control and downloads. Keep PNG for anything with alpha or for normal maps.
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