Unlock the full potential of Texture Ripper with our flexible plans.
Perfect for trying out core features on personal projects.
0$ - Free forever
0$ - Free forever
1 seat
Get StartedFor hobbyists & small teams with less than $100k in annual revenue.
$12/month billed monthly
$10/month billed annually
2 seats
UpgradeThe complete toolset for professionals and small studios.
$30/month billed monthly
$25/month billed annually
3 seats
UpgradeFor larger studios needing custom seats and dedicated support.
$30/user/month billed monthly
$25/user/month billed annually
Custom seats
Contact SalesFeature | Free | Indie | Pro | Teams |
---|---|---|---|---|
Perspective Cropping | ✔️ | ✔️ | ✔️ | ✔️ |
PBR Map Generation | ✔️ | ✔️ | ✔️ | ✔️ |
Seamless Tiling Engine | ✔️ | ✔️ | ✔️ | ✔️ |
3D Real-time Preview | ✔️ | ✔️ | ✔️ | ✔️ |
Artist-Tuned Presets | ✔️ | ✔️ | ✔️ | ✔️ |
Watermarked Exports | ✔️ | Emission Map Only | ❌ | ❌ |
Max Crop Regions Per Project | 5 | 10 | Unlimited | Unlimited |
Max Export Resolution | 1024x1024 | 4096x4096 | Unlimited | Unlimited |
Advanced Export (TGA, TIFF) | ❌ | ✔️ | ✔️ | ✔️ |
HDR Export | ❌ | ❌ | ✔️ | ✔️ |
AI Upscaling (Real-ESRGAN) | ❌ | ❌ | ✔️ | ✔️ |
Perpetual License (Annual) | ❌ | ✔️ | ✔️ | ❌ |
Device Limit | 1 | 2 | 3 | Per Seat |
Team Management | ❌ | ❌ | ❌ | ✔️ |
Centralized Billing | ❌ | ❌ | ❌ | ✔️ |
Texture Ripper is a specialized, standalone desktop application designed to be a complete texturing pipeline for 3D artists and game developers. It allows you to take any source image, precisely extract a specific part of it while correcting for perspective distortion, and then generate a full set of PBR (Physically Based Rendering) material maps from that extraction. It combines a non-destructive workflow with powerful features like seamless tiling, AI upscaling, and a real-time 3D previewer to dramatically accelerate material creation.
It's built for anyone who works with 3D materials and textures. This includes Game Developers (both indie and AAA), 3D Artists, Technical Artists, VFX Artists, Architectural Visualization Specialists, and Hobbyists. If your work involves creating realistic materials from real-world photos or other image sources for use in engines like Unreal Engine, Unity, or renderers like Blender Cycles, then Texture Ripper is designed to be an essential tool in your arsenal.
Texture Ripper is currently available for Windows 10 and 11 (64-bit), while compatible with latest ARM devices packing (Snapdragon X Elite). For the best experience, the following is recommended:
An internet connection is required for the initial login and license validation when you first start the application. After the initial successful login, the application can be run offline. An intermittent connection is needed for the software to periodically re-validate your license status. You do not need to be online to use the core features of the application.
We offer flexible monthly and annual subscription plans to fit your needs. When you subscribe, you get immediate access to all features of your chosen plan and all software updates released during your subscription period. You have full control to manage, upgrade, or cancel your subscription at any time from your user dashboard on our website.
Yes! You can upgrade your plan at any time from your dashboard. The cost will be prorated,
meaning you only pay the difference in price for the remainder of your current billing period.
Downgrades are currently not fully supported, we are giving you the option to cancel your
subscription and chose a new one.
Example: You are a monthly subscriber of Indie Plan, but you would like
to upgrade to PRO Annual Plan.
If you cancel, your plan will remain fully active until the end of your current billing period. After that, your account will revert to the Free plan. Your projects and settings are always safe and accessible, regardless of your plan status. If you were on an annual plan for at least one year, you will also gain a perpetual license. See the perpetual license FAQ for more details.
A perpetual license is our commitment to you. If you subscribe to an annual Indie or Pro plan, you will own Texture Ripper forever. After your one-year subscription ends, even if you don't renew, you can continue to use the last version of the software released during your subscription period indefinitely. You will also have access to download any previous versions that were released while your plan was active from your user dashboard.
Each plan comes with a limit on the number of devices you can be logged into simultaneously (e.g., a desktop and a laptop). If you reach your limit and try to log in on a new machine, you will be notified. To free up a slot, simply visit your user dashboard on our website, where you can see a list of your active devices and unregister any you are no longer using.
No. The Free plan is intended for personal, non-commercial use and for educational purposes. To use any assets created with Texture Ripper in a commercial project, you must have an active Indie, Pro, or Teams subscription, or be using a version of the software covered by a perpetual license you have earned.
Texture Ripper can generate a complete set of PBR maps for the Metallic/Roughness workflow. This includes: Albedo (delighted base color), Normal (OpenGL/DirectX compatible), Displacement/Height (16-bit), Ambient Occlusion (AO), Roughness, and Metallic. It can also generate an Emission map for glowing parts of a texture.
Absolutely not. The entire workflow is non-destructive. Your original source
images are never modified or overwritten. All cropping data, image adjustments, and PBR settings
are stored in a .json
project file. This means you can always go back and make
changes, tweak your settings, or re-export your textures with different parameters at any time.
ORM packing is a critical optimization technique used in modern game engines. It involves packing three separate grayscale maps into the Red, Green, and Blue channels of a single RGB texture. Texture Ripper supports the standard convention:
Using a single ORM texture instead of three separate textures saves a significant amount of video memory and reduces the number of texture samples required by your material's shader, leading to better performance in your game.
This is a very common issue caused by different standards for the green channel of a normal map. Game engines like Unreal Engine use the DirectX format, while others like Unity use the OpenGL format. The only difference is that the green channel is inverted.
In Texture Ripper, you can easily fix this. Go to the PBR Editor (E), expand the Normal section, and check the Invert Y Axis box. This will flip the green channel and ensure your normal map renders correctly in your target engine.
This is caused by a lack of color depth. Standard 8-bit image formats (like PNG or JPEG) can only store 256 levels of gray. For a smooth height transition, this is often not enough, resulting in visible "steps" or banding.
To fix this, always export your Displacement maps using a 16-bit format like TIFF. A 16-bit image can store 65,536 levels of gray, providing more than enough data for perfectly smooth displacement and normal maps.
AI Upscaling is a very GPU-intensive process. Performance depends heavily on your graphics card. If you are experiencing issues: