Minecraft skin UV layout viewer

Unwrap any Minecraft skin into a labelled sheet: every face of every part, with the second layer beside the base so the two can be compared. Export it as the reference image you send a buyer before they approve.

Drop a Minecraft skin PNG here

64x64, 64x32, 128x128, 256x256 or 512x512

Or try a sample

Everything runs in your browser. Your file is never uploaded.

How to read a Minecraft skin UV layout

  1. 1

    Add your skin

    Drop in any skin from 64x32 to 512x512. Legacy files are brought up to the modern layout first so the left limbs exist as real cells rather than being mirrored at render time.

  2. 2

    Read the cross

    Each part is unwrapped into the standard box cross: the four side faces run left to right as right, front, left and back, with the top above the front face and the bottom below it.

  3. 3

    Compare the layers

    The base layer is in the left column and its overlay sits directly beside it on the same baseline. A checkerboard behind every face shows which texels are genuinely transparent.

  4. 4

    Export and send

    Turn on the pixel grid if a buyer is checking individual texels, pick a light or dark background to match your delivery template, and download the Minecraft skin layout sheet as a PNG.

What the layout actually is

A Minecraft skin is a single flat texture that the game wraps around six boxes: the head, the body, two arms and two legs. Each box needs six faces, so the 64x64 file is really thirty-six small rectangles packed together with no labels and no obvious order.

That packing is why editing a skin by hand is confusing: the back of the head is nowhere near the front of it, and the left leg lives in a completely different corner from the right. Unwrapping puts each box back together so you can see what you are looking at.

The second layer is where skins go wrong

Every part has an overlay: the hat over the head, the jacket over the body, sleeves and leggings over the limbs. It sits at a slightly larger scale in game, and any texel that should show the layer underneath must be fully transparent.

The most common defect in a commissioned skin is an overlay that looks fine flat but is opaque where it should not be, hiding the base layer completely. Putting the two columns side by side against a checkerboard makes that visible in a glance rather than after delivery.

Classic and slim change only the arms

Switching the model narrows the two arm cells from four texels to three and shifts their front, left and back faces accordingly. Nothing else on the sheet moves.

It is worth flipping between the two settings on a Minecraft skin you did not draw yourself: if the arm faces suddenly line up better in one of them, that is the model the file was actually made for.

Nothing is uploaded

The sheet is drawn on canvas in your own tab from coordinates held in the page. No file leaves your machine, and the exported PNG is produced locally too.

PartFaceBase layer atOverlay atSize
Headfront8, 840, 88x8
Headback24, 856, 88x8
Bodyfront20, 2020, 368x12
Bodyback32, 2032, 368x12
Right armfront44, 2044, 364x12
Right armback52, 2052, 364x12
Left armfront36, 5252, 524x12
Left armback44, 5260, 524x12
Right legfront4, 204, 364x12
Right legback12, 2012, 364x12
Left legfront20, 524, 524x12
Left legback28, 5212, 524x12

Questions about Minecraft skin UV layouts

Where is the front of the head in a 64x64 skin?
At 8, 8 in an 8 by 8 block, with the hat layer directly above it at 40, 8. The table on this page lists the front and back coordinates of every part, generated from the same values the tools use, so it cannot drift out of date.
Why are the left and right limbs in different corners?
The modern 64x64 layout was extended from an older 64x32 one that had no left limbs at all, so the left arm and leg were added in the empty bottom half rather than next to their counterparts. The packing is historical, not logical.
What is the checkerboard behind each face?
It marks genuine transparency. A texel showing the checkerboard has an alpha of zero and will let the layer beneath it through in game. It matters most on the overlay column, where opaque texels that should be clear are the usual cause of a skin looking wrong.
Can I use this sheet as a template to draw on?
It is built for inspection and for sending to a buyer, so it carries labels and gaps that a drawing template should not have. To actually draw, work on the 64x64 texture in an editor and use this sheet to check the result.
Does the layout change for HD skins?
No. A 128x128 or 256x256 Minecraft skin uses exactly the same arrangement at twice or four times the scale, so every coordinate on this page simply multiplies. The viewer reads HD files directly and unwraps them the same way.
Why does my 64x32 skin show identical left and right limbs?
Because in that format they are identical. The old layout stored only the right arm and leg and the game mirrored them. Upgrading to 64x64 bakes that mirror in, so the left cells are genuine flipped copies until you edit them.