Lossless by default
Re-encoded at the smallest PNG format the pixels allow, often a palette, with metadata removed. The game sees the same picture.
Drop in PNG textures, get smaller ones back. Lossless keeps every pixel; Smaller cuts big textures by half or more, like TinyPNG.
Built for game textures, where every pixel counts.
Re-encoded at the smallest PNG format the pixels allow, often a palette, with metadata removed. The game sees the same picture.
Reduces a texture to at most 256 colours with no dithering. Pixel art survives it, and high-resolution textures often lose half their size.
Drop in as many PNGs as you like, then download them one by one or all at once as a zip that keeps their original file names.
Works on any PNG: block and item textures, GUI art, skins, fonts and pack icons.
Choose one PNG texture or a whole folder's worth at the top of this page. They are compressed in your browser, one after another, and never uploaded anywhere at all.
Lossless keeps every pixel exactly as it was. Smaller cuts big textures down to 256 colours with no dithering, which pixel art survives well and which saves far more space.
Download the textures one by one or all at once as a zip, then copy them back over the originals in your resource pack. Every file keeps its name, so nothing else needs to change.
Every one free, with no account, and nothing uploaded.
Most image editors save PNGs as full 32-bit colour with extra metadata, even for a 16×16 texture that only uses a dozen colours. Stored as a palette with the metadata gone, the same picture is often a fraction of the size.
Smaller mode works the same way TinyPNG does, by reducing colours, but without dithering, which suits pixel art. Lossless mode goes further than TinyPNG is willing to in one respect: it never changes a pixel.
Yes. Minecraft animations are a tall strip of frames in an ordinary PNG, and those compress like any other texture. Animated PNG (APNG) files are left as they are.
No. Everything happens in your browser: your files never leave your computer, and there is no account to make.
Drop them in above. Lossless mode stores each texture in the smallest PNG format its pixels allow, which often halves an image editor's output. Smaller mode goes further by reducing colours.
Not in Lossless mode: the game reads exactly the same pixels. Smaller mode merges similar colours in textures with more than 256, which is hard to see on most art but is not exact.