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Minecraft Skin Template

A Minecraft skin template is a flat 64×64 sheet that wraps around the player model. Hover a block to identify its part and face. Download a PNG, layered PSD or printable PDF.

How it works
  1. Choose Classic or Slim arms.
  2. Download a template or use your skin.
  3. Paint each square using the face labels.
  4. Check the result in the skin viewer.

Hover or tap any square to see which body part and face it belongs to. Click “Fold the head” to see how the flat sheet wraps into a cube.

64 × 64Classic arms (4 px)
Base layer Outer layer
TTopBoBottomRRight sideFFrontLLeft sideBkBack

In the downloaded PNG, PSD and PDF the smallest blocks show B for Bo and K for Bk.

Head · Front (the face)Base layer · 8×8 px at (8, 8)
Head
Right leg
Body
Right arm
Left leg
Left arm

Right and left are the character’s own sides, so the right arm is on your left when it faces you.

See how the template folds

The six head blocks are one cube laid flat. Fold them to see the face land on the front and the T block become the top of the head.

Head

Base layer · box 8×8×8 at (0, 0)

Top 8×8 @ 8,0Bottom 8×8 @ 16,0Right 8×8 @ 0,8Front 8×8 @ 8,8Left 8×8 @ 16,8Back 8×8 @ 24,8
Size
Arms
Style
PDF paper

PNG works in any editor. The PSD keeps base and outer layer as separate layers and opens in Photoshop, Procreate and Photopea. In Aseprite, use the PNG.

View it on a 3D model →

Free to download and use. Templates are original files made by PixelSkinLab, not files taken from the game.

How it works
  1. 01 / ARMS

    Pick your arms

    Classic 4 px · Slim 3 px
  2. 02 / DOWNLOAD

    Download the template

    PNG for computer or tablet; PDF for printing.

    Labels PNG 64
  3. 03 / PAINT

    Paint each square

    Each square gets one colour; letters like F / T / R identify each face.

  4. 04 / CHECK

    Check it in 3D, then use it

    Open the skin viewer

PixelSkinLab is a free Minecraft skin template library with PNG, layered PSD and printable PDF files.

SHEET No.01 / HOW TO

How this page works

  1. 01

    Point at a block

    Move your mouse over any coloured block, or tap it on a phone. The same part lights up on the body and the readout names the side.

  2. 02

    Watch the head fold

    Press Fold the head to see the six flat blocks turn into a cube, and see which edges meet.

  3. 03

    Choose and download

    Pick Classic or Slim, choose a style and file size in the download matrix, then open the file in your editor.

SHEET No.02 / READ THE MAP

How to read a Minecraft skin template

Each body part is a box, cut open and laid flat. A box has six faces: T top, Bo bottom, R right, F front, L left and Bk back.

The top and bottom sit in a row above the four sides. The sides appear in this order: right, front, left, back.

The sheet holds two copies of every part. The base layer is the body itself. The outer layer holds hats, jackets, sleeves and trousers. It sits slightly outside the base layer for hair, hoods, glasses and armour details.

The fold demo shows one box folding up, so you can see which edges meet.

SHEET No.03 / WHERE PARTS SIT

Where each body part sits

The coordinates below mark the top-left of each unfolded body part on the 64×64 sheet. Slim arms use three pixels across instead of four.

Three steps left to right: the flat head layout with Top, Bottom, Right, Front, Left and Back faces labelled, the faces half folded, and the finished cube-shaped head
The head part of the template, flat then folded into a block. Rendered with PixelSkinLab.
PartBase layer starts atOuter layer starts atBox size (w × h × d)
Head / Hat0, 032, 08 × 8 × 8
Body / Jacket16, 1616, 328 × 12 × 4
Right arm / sleeve40, 1640, 324 × 12 × 4 (Slim: 3)
Left arm / sleeve32, 4848, 484 × 12 × 4 (Slim: 3)
Right leg / trousers0, 160, 324 × 12 × 4
Left leg / trousers16, 480, 484 × 12 × 4

“Right” and “left” are the character’s own right and left, so when the character faces you, its right arm is on your left.

SHEET No.04 / SLIM ARMS

Slim template coordinates: what changes in the arms

A Slim arm is 3 pixels wide, a Classic arm is 4. Only the arms change. The head, body and legs keep the same coordinates in both templates.

Each arm rectangle keeps its starting corner. What changes is the width of the top, bottom, front and back faces. The two side faces stay 4 pixels wide, because the arm is still 4 pixels deep.

Face of the right arm (base layer)ClassicSlim
Topx 44–47, y 16–19x 44–46, y 16–19
Bottomx 48–51, y 16–19x 47–49, y 16–19
Right sidex 40–43, y 20–31x 40–43, y 20–31
Frontx 44–47, y 20–31x 44–46, y 20–31
Left sidex 48–51, y 20–31x 47–50, y 20–31
Backx 52–55, y 20–31x 51–53, y 20–31
Classic arm4 px wideSlim arm3 px wideSide facesstay 4 px

The left arm starts at 32, 48 on the base layer. Its Slim front face is x 36–38, y 52–63. The Slim back face is x 43–45, y 52–63.

The outer sleeves follow the same pattern. The right sleeve starts at 40, 32 and the left sleeve at 48, 48.

A Slim arm strip is two columns shorter than a Classic one, so the last two columns of each strip are not used. On the right arm that is x 54–55 on the lower rows and x 50–51 on the top row. Leave those pixels clear.

If your arms show a black or empty stripe, the usual cause is a mismatch: a Classic skin used with the Slim model, or the other way round. Pick the template that matches the model you will choose when you upload. Bedrock also asks you to choose between the two models.

How the outer layer sits on the model

The outer layer is a second skin drawn slightly larger than the base. On the head it is 1 pixel larger, and on the body, arms and legs it is 0.5 pixel larger. That gap is why hair and hoods look like they have thickness.

Two rules matter when you draw on it:

  • The base layer cannot be see-through in Java. Java Edition forces the inner layer to be fully opaque, so a transparent pixel there does not show as clear.
  • The outer layer can be clear. It may be fully transparent, partly transparent or fully opaque.

Soft edges do not look the same everywhere. If you want them, test in the version you play. The skin viewer shows how the game draws each pixel.

A practical habit: draw the whole base first with solid colours, then switch to the outer layer and add only what should stand off the body.

SHEET No.05 / DOWNLOAD FILES

All Minecraft skin template files

Every file comes in Classic or Slim, and in four styles: Labels (part names), Grid (pixel grid only), Colour (one colour per part) and Blank.

These templates are made by PixelSkinLab. They are not official Mojang files.

FileBest forOpens in
PNG, 64×64Drawing straight on the sheetAny image editor
PNG, 128×128More detail, Bedrock-style editorsAny image editor
PNG, 64×32 legacyOld skins and old tutorialsAny image editor
Layered PSDEach part and layer on its own layerPhotoshop, Procreate, Photopea
Printable PDFDrawing on paper, papercraftAny PDF viewer or printer

Which template should I download?

Your goalDownload
Standard Java skin64×64 PNG
Classic armsClassic
Slim armsSlim
Old 64×32 skin64×32 PNG
Bedrock 128128×128 PNG
PhotoshopPSD
Drawing on paperPDF
Full labelled 64 by 64 Minecraft skin template showing body parts, face labels, base layer and outer layer.
Labelled full template
Classic template arm faces with four pixel columns.Slim template arm faces with three pixel columns, one narrower than Classic.
Classic arms use 4 pixels; Slim arms use 3.

Free, no sign-up.

Rather paint on a screen? Use the skin editor.

SHEET No.06 / DRAWING APPS

Using the template in Photoshop, Procreate or Aseprite

Photoshop and Photopea. Use a 1-pixel hard brush and turn off smoothing. Keep the image at its original dimensions when exporting a PNG. Export as PNG, keep it 64×64, and do not scale it.

Procreate and iPad apps. Use a 1-pixel hard brush and turn off smoothing. Keep the image at its original dimensions when exporting a PNG. Export as PNG, keep it 64×64, and do not scale it.

Aseprite. Use the PNG template. Draw on a separate layer, then hide the guide before exporting your finished skin. Export as PNG, keep it 64×64, and do not scale it.

When you are done, check the result in the skin viewer to catch holes and arm-width mistakes.

SHEET No.07 / MORE DRAWING APPS

Drawing in GIMP, Krita and other apps

For sharp pixels, use a 1-pixel hard brush and turn off smoothing. Keep the image at its original dimensions when you export.

GIMP. Choose the Pencil tool for hard edges without anti-aliasing. Set its size to 1. Zoom in and enable the grid. Keep the template on a separate layer, then export a PNG.

Krita. Use a hard-edged brush at size 1. Enable the grid and pixel grid. Keep the template on its own layer.

These general settings also apply in Photoshop, Procreate, Aseprite, Paint.NET and iPad drawing apps. Menu names and controls vary by app.

Pixel grid template ready for a hard one-pixel brush

Keep the PNG at 64×64, legacy 64×32 or 128×128 for Bedrock. A resized export can be rejected.

SHEET No.08 / MAKE SOMETHING

What you can make with the template

Draw a skin on paper.

Print the PDF with the Grid style, colour each square with pencils, then copy it into the skin maker. Good for kids and for planning a design before you touch a screen.

Coloured classic skin template as a paper drawing example

Papercraft figure.

Print the Colour style on thick paper, cut out each part and fold along the lines. The fold demo above shows how each box closes.

Coloured slim skin template for the papercraft figure

A classroom or club activity.

Hand out the Labels PDF so everyone learns which face is which, then let each person design their own character.

Digital painting.

Use the layered PSD so the base and outer layers stay apart. Paint shading on the base layer and details like hoods or glasses on the outer layer.

Slim pixel grid template for digital painting

Fix one part of an existing skin.

Open your skin next to the Labels template and find the exact pixels for, say, the back of the head, without guessing.

Blank classic template for locating and correcting one skin part
SHEET No.09 / PAPER WORKFLOW

Draw on paper, then scan it into a PNG

You do not need a computer to start a skin. Print the Grid PDF on A4 or Letter paper.

A printed skin template coloured in with pencils on a sheet of paper on a wooden desk, with an arrow pointing to the finished 3D character wearing a red hoodie
Colour the printed template, then see the 3D result. Rendered with PixelSkinLab.

Colour the squares with sharp pencils or fine pens. For younger children, one base colour with a few simple face features is a good first goal.

To turn the sheet into a skin file:

  1. Scan it or photograph it in even light, from straight above.
  2. Crop to the edge of the template so no paper border remains.
  3. Resize to exactly 64×64 pixels, using Nearest Neighbour so colours do not blur.
  4. Save as PNG.
  5. Compare the result with the Labels template, because photos often skew by a few pixels.

A Java skin must be a PNG of 64×64 pixels, or the legacy 64×32. A phone photo is neither, so the resize step is not optional.

If the scan is crooked, redraw only the wrong squares in an image editor instead of starting over.

SHEET No.10 / CLASSROOM OR HOME

Using the template in a classroom, club or at home

The printed template makes a short lesson with no computer needed. Younger children can pick colours and patterns with an adult's help. Older children can often work on their own.

Coloured printable skin template for demonstrating the lesson

Here is a 40-minute plan you can adapt.

  1. Look (5 min). Show the Labels template. Ask students to find the front of the head and the back of the body.
  2. Plan (10 min). Each student sketches the character from the front, then picks three colours.
  3. Colour (20 min). Everyone colours the Grid template. The rule: every square holds one colour.
  4. Share (5 min). Pairs swap sheets and name which body part each section belongs to.

The activity teaches how to read a flat net of a 3D shape and work on a fixed grid. Students also practise giving positions as coordinates.

Blank printable skin template for students to colour at home

At home, print the Colour template as a key and the Blank one to draw on. An adult can do the upload, and can keep an eye on any online sharing.

SHEET No.11 / TROUBLESHOOTING

Common colouring mistakes

The arms are black or have a stripe. You used a Classic skin on a Slim model, or the reverse. Check the arm width first, and pick the template that matches.

The skin looks right on the sheet but wrong on the model. You coloured the left-hand face where the right-hand one belongs. The sheet's "right" is the character's own right, which appears on your left when it faces you.

The head looks hollow or see-through. In Java the base layer must be opaque. If you painted hair only on the outer layer, paint the matching base pixels too.

Colour spills over a face's edge. Faces sit side by side with no gap. A pixel one column too far lands on the next face. Turn on the pixel grid and keep the Labels template visible on a separate layer.

The skin is blurry or the colours changed. The program resized or smoothed the image. Switch to Nearest Neighbour and a 1-pixel hard brush, and do not save as JPEG, which adds compression noise.

The file will not upload. The size or format is wrong. Check the dimensions and confirm it is a PNG.

Detail is lost after switching Classic to Slim. The arm is one column narrower, so a design that used all four columns needs a redraw, not a stretch.

Arm widthClassic orSlimFace sideyour rightis leftBase layerkeep itopaque
SHEET No.12 / FAQ

FAQ

A standard Minecraft skin template is a 64×64 PNG with Classic and Slim arm layouts and a separate outer layer. PixelSkinLab provides PNG, layered PSD and printable PDF templates. PNG sizes include 64×64, 128×128 and legacy 64×32. We do not provide a finished skin or a native file for every drawing app.

Java skin sizes are listed in the Minecraft Wiki skin guide.

To see a finished skin on a 3D model, open it in the skin viewer.

SHEET No.13 / REFERENCES

Sources

Official documentation and reference pages