Ophanim Image and Texture Editor
Ophanim is Tech Connector's image, texture, and DCC-review workspace. Use it to create a canvas, edit layered documents, inspect channels, prepare PBR texture sets, capture connected viewports, and export delivery files without leaving the project.
Start here
- Open Tools > Ophanim (Image/Texture Review Suite).
- Choose File > New for a blank canvas or File > Open for an image or layered project.
- Add or select a layer, then use the canvas tools and Properties panel to edit it.
- Save the editable project before exporting a flattened or delivery format.
- Use File > Export to choose the output type, destination, dimensions, color behavior, and format options.
Learn the workspace
- Document tabs keep multiple images or texture reviews open.
- Canvas supports zoom, pan, selection, crop, guides, and direct tool interaction.
- Toolbar contains selection, move, crop, brush, text, shape, sampling, and navigation tools.
- Layers controls order, visibility, opacity, blending, masks, links, duplication, and deletion.
- Properties and channels expose settings for the active document, layer, selection, or texture channel.
- History provides undoable steps for the current document.
UI feature reference
File and document controls
- New opens canvas settings for dimensions, resolution, color mode, bit depth, and background.
- Open creates a document tab from a supported image or project.
- Save / Save As preserve the editable document and its supported layer structure.
- Export writes a selected delivery type with format-specific settings.
- Close checks unsaved state before removing a tab.
- Recent-file and project-asset entry points reopen existing work without replacing the active document.
Canvas navigation and selection
- Pan, zoom, fit, actual-pixels, and reset-view controls change only the working view.
- Rectangle and supported shape selections can be moved, inverted, cleared, cropped, copied, or pasted into a new layer.
- Rulers, guides, grids, and snapping provide alignment without becoming image pixels.
- Transform handles and exact property fields edit the same layer bounds.
Layers panel
- Add, duplicate, group, reorder, rename, hide, lock, and delete layers.
- Opacity and blend mode affect compositing; masks limit a layer without deleting source pixels.
- Text layers retain editable content and typography where supported.
- Linked or smart image layers retain their source path and can refresh after the source changes.
- Alignment and distribution commands operate on the selected layers or current selection.
Tool options and properties
- The active tool exposes context-specific size, hardness, opacity, sampling, shape, text, or crop options.
- Position, dimensions, rotation, opacity, color, and effect values can be entered numerically.
- Disabled controls indicate an incompatible layer type, locked state, selection, or document mode.
Color, channels, and effects
- Foreground/background swatches and the color picker set working colors.
- Channel inspection separates RGB, alpha, and supported PBR data.
- Brightness/contrast, curves, levels, hue/vibrance, exposure/gamma, color balance, and gradient maps provide nondestructive or applied adjustments according to the selected command.
- Drop shadow, cel shade, sketch, sepia, pixel art, posterize, invert, and normal-green flip cover review and texture utilities.
Texture and connected-review controls
- Import PBR set groups recognized texture channels into a working document.
- Channel preview helps verify base color, roughness, metallic, ambient occlusion, normal, height, and alpha intent.
- Export ORM packs ambient occlusion, roughness, and metallic into the configured channels.
- Capture DCC viewport opens a still from a connected host in a new document tab.
- Jira and Discord sharing are explicit external actions and require the configured destination and user approval.
Core workflows
Create and save a document
Create a canvas with an explicit width, height, color mode, bit depth, background, and resolution. Save the editable project to preserve layers, masks, text, and links. Use Save As to branch the working document.
Export to a delivery format
Export is separate from Save. Choose PNG or TIFF for lossless delivery, JPEG or WebP for compact review images, EXR or HDR for supported high-dynamic-range work, and the project format when editable structure must remain. Confirm alpha, color profile, bit depth, resize, and overwrite behavior in the export dialog.
Build and edit layers
Add, duplicate, group, reorder, hide, lock, mask, and delete layers. Use exact position, size, rotation, opacity, and blend values when direct manipulation is not precise enough. Linked layers can refresh from their source without replacing the entire document.
Prepare game textures
Import a PBR texture set, inspect individual channels, and export channel-packed outputs such as ORM. Verify normal-map orientation, color-space intent, alpha usage, dimensions, and naming before connecting the result to an engine material.
Review a DCC viewport
Capture a connected viewport into a new document, annotate it, compare versions, and save or export the review. The capture is a still image; it does not remain a live DCC viewport.
File format guide
- Editable project: preserves Ophanim layers and document state.
- PNG / TIFF: lossless images with optional alpha.
- JPEG / WebP: compact review or web delivery; verify quality and alpha limitations.
- EXR / HDR: high-dynamic-range interchange where supported.
- Texture exports: channel-packed or per-channel outputs configured for the target engine.
Troubleshooting
- Export looks different: check color profile, bit depth, alpha, flattening, and format compression.
- A tool does nothing: select an editable layer and confirm it is visible and unlocked.
- A linked layer is stale: refresh the source and resolve a moved or unavailable file.
- The texture looks wrong in-engine: verify sRGB versus linear data, normal orientation, channel packing, and material assignments.
- A viewport capture fails: confirm the source DCC is connected and has an active visible viewport.