Export obj with tga textures to obj with png textures?

I am new to Blender. Is there a way to export a model with tga textures to a model with png textures. I tried multiple times but to no avail. What I mean is that when I export the model to obj, the mtl file would direct the newly made png textures(from the tga textures) to the newly exported model. Is there a way for this to happen in Blender? Please help me.

When I loaded the obj file and the mtl file in Blender, I put the tga texture directly to it. The tga fits properly with the loaded obj. Now I want to export the obj with png textures. Is there a way?

Unfortunately it remains a bit unclear what your problem is… “I tried multiple times but to no avail.” is not exactly helpful. What went wrong? Did you get an error message?

You kinda lost me here.
If you want to export to OBJ with PNG textures, why did you add the TGA texture to your mesh?!
Please describe your workflow in more detail.

BTW, MTL is a plain text format. If this is just about renaming textures from TGA to PNG, just open the MTL file in a text editor of your choice and have it search and replace the file ending.

Unfortunately it remains a bit unclear what your problem is… “I tried multiple times but to no avail.” is not exactly helpful. What went wrong? Did you get an error message?

What I mean is that I did two things:

  • UV layout
  • Saving image as
  1. I tried UV layout because I think it might help convert the texture to png. The problem is that the newly created texture png doesn’t look the same as what I want the texture to be.

  2. I tried saving the tga image as a png file. The problem is that when I tried putting the newly saved png file in the loaded model, it didn’t fit and the model is still grey.

You kinda lost me here.
If you want to export to OBJ with PNG textures, why did you add the TGA texture to your mesh?!
Please describe your workflow in more detail.

What I mean is that I imported an obj model. Its textures are in tga file format so I put the tga in the model I loaded in blender for the loaded model to have a texture. The tga fits perfectly. Now I want to export the model as an obj with textures and I also want the textures of the newly exported obj to be in png file format.

What I want is for the tga textures to be converted in png textures. No, this is not about having the tga texture to just be exported in a png file. I want the newly converted png texture to texture the exported obj model.

BTW, MTL is a plain text format. If this is just about renaming textures from TGA to PNG, just open the MTL file in a text editor of your choice and have it search and replace the file ending.

No this is not about renaming textures from TGA to PNG. What I want is for the loaded obj model with the TGA textures to be exported as an obj with the TGA textures also converted to PNG textures. Then when I load the newly exported obj model in blender and I put the png textures(the converted tga textures) in it, the png textures would fit perfectly.

You see, this is about converting tgas to pngs then having the newly exported png textures to texture the loaded model. The problem is that they don’t fit and the model is still grey.

Please help.

Are you talking about the option in the image editor when you are in edit mode (UVs > Export UV Layout)? You should know that option just exports a guide image that shows you where your UV islands are. It’s used for when you need to paint your textures in an external program like gimp or photoshop. Your UV data can’t be stored as an image. It is literally just information on how to lay the mesh data out flat so it’s actually tied to the mesh data.

It sounds like you just didn’t set the material up properly. Changing each texture to the png format, shouldn’t affect the appearance in this way. Blender doesn’t change texture types on export. In CG when you choose to texture with a specific format, its typically for a reason (16bits per color channel, lossless vs lossy compression, etc…), so programs typically assume you want your textures exported in the same format. You also don’t have to adjust the UVmap unless you edited the mesh data.

What IkariShinji says seems to be true. The mtl file is just a plain text file that has information on where the texture is supposed to be. You should be able to convert the tga files to pngs in an image editor that supports the format (blender image editor, gimp, photoshop), then use a text editor to change the path info for each texture to point to the new ones. This method might be an easier solution for you since you are new to blender.

To convert the textures inside blender, you just have to change to the texture inside the UV image editor before exporting anything. Here is a gif of the process:
example

You might want to export it so that it creates copies of the textures in the same folder as the .mtl and .obj. That way it will be easy to identify which textures the obj uses:
export%20settings

My testing has revealed that the texture might not export properly if you are using cycles, so make sure you leave the render engine on blender internal. If blender keeps exporting .tga files after you resaved them as pngs then that seems to be a glitch that I can’t replicate again from some reason. Tell us if you have that as an issue and we’ll walk you through purging the old textures.

did you make sure to set the file path after converting to png. file?

you will have to set the file path both on the UV image editor, and on the properties panel under the textures tab.