YourTool guide
Minecraft skin UV map and body-part layout
A skin PNG is a flat texture atlas, not a front-view picture of a character. A UV map tells the renderer which rectangle belongs to each face of the head, torso, arms and legs. Drawing in the wrong rectangle can put a face on the back of a head or split a sleeve at a seam.
Read the atlas as unfolded boxes
Each body part has a top, bottom, front, back and two side faces. Neighboring rectangles in the PNG are not necessarily neighboring surfaces on the character. A body-part editing view unfolds these faces for convenience; export puts the pixels back at their original atlas coordinates.
Left and right refer to the character, not to your screen. When the model faces you, its right arm is on your left. Rotate the preview before deciding which sleeve you are painting.
Find a front face on a 64×64 Classic skin
Use zero-based coordinates, with x increasing rightward and y downward from the PNG’s top-left corner. These base-layer rectangles are the fronts in YourTool’s 64×64 Classic layout. They do not describe the whole body-part region.
| Part | Top-left (x, y) | Width × height |
|---|---|---|
| Head | 8, 8 | 8×8 |
| Torso | 20, 20 | 8×12 |
| Right arm | 44, 20 | 4×12 |
| Left arm | 36, 52 | 4×12 |
| Right leg | 4, 20 | 4×12 |
| Left leg | 20, 52 | 4×12 |
Plan details across seams
A stripe around a torso crosses front, side and back rectangles. Continue it at the corresponding height on each face, then inspect both sides in 3D. Painting a straight line across the flat atlas can accidentally pass through unrelated faces.
Keep unused atlas space separate from visible faces. A flood fill or large brush should stay inside the intended face; unused pixels are not extra drawing space on the model.
- Mark the front first, then use a temporary contrasting color to identify a side.
- Check sleeve cuffs and leg hems on every face.
- Inspect the top and bottom too: a front-only preview can hide missing pixels.
Account for the skin layout
Modern 64×64 textures provide separate left and right limbs. Legacy 64×32 skins reuse limb texture regions and have fewer outer-layer regions, so they cannot represent every asymmetric modern design. Slim arms use different face widths; do not reuse the Classic arm rectangles blindly.
Minecraft Skin Studio also edits 128×128 textures, where atlas coordinates scale by two. Editor support is not a promise that every Minecraft edition or upload service accepts HD skins. Keep a copy of the original PNG, choose the correct model and check the destination’s requirements before using the exported texture.