Skin art guide
Practical pixel-art rules for 64×64 Minecraft skins, written for agents: where features go, how to shade, and the mistakes that make skins look amateur.
The face (head.front, 8×8)
The face is 8 pixels wide, so every pixel is a decision. A reliable layout:
| Row | Content |
|---|---|
| 0–1 | Hair (or helmet/hat) |
| 2 | Forehead, hair fringe on the edges (x=0 and x=7) |
| 3 | Eyebrows (hair color or darker), optional but adds expression |
| 4 | Eyes: white at x=1 and x=6, iris at x=2 and x=5 |
| 5 | Cheeks; nose as 1–2 slightly darker skin pixels at x=3–4 |
| 6 | Mouth: 2–4 pixels centered, a darker skin tone, not black |
| 7 | Chin / jaw, beard if any |
HHHHHHHH H hair h hair highlight
HhHHHhHH S skin s skin shadow
HSSSSSSH D brow W eye white
SDDSSDDS E iris M mouth
SWESSEWS
SSSssSSS
SSsMMsSS
SSSSSSSSRules of thumb:
- Eyes 2 px wide (white + iris) read best. Iris toward the center gives a friendly look; toward the edges looks surprised.
- Never outline the face in black. Contrast comes from value, not lines.
- Hair should wrap: continue it on
head.top,head.backand the upper/back part ofhead.right/head.left.
Body landmarks
| Area | Where |
|---|---|
| Collar / neckline | body.front rows 0–1 |
| Belt | body.sides row 8 or 9 (1 px) |
| Pants start | body.sides rows 9/10–11 (so the waist continues onto the legs) |
| Sleeves | arms.sides rows 0–3 (short) or 0–9 (long) |
| Hands | arms.sides last 2–3 rows + arms.bottom |
| Shoes | legs.sides last 2–3 rows + legs.bottom |
| Knees | legs.front row 5–6 |
Shading
Minecraft's lighting is flat, so skins carry their own shading. Assume light from above and slightly in front.
- Tone ramp per material: 3 to 4 tones: highlight (+8…+12), base, shadow (−8…−12), deep (−20…−28). Define them in the palette with
:shifts. - Top-down: lighter on top rows/
topfaces, darker toward the bottom of each part.gradientwithsteps: 3–5, orshadeon the last row. - Inner and back faces darker: limbs' inner faces (
rightArm.left,rightLeg.left, …) andbackfaces by −6…−10. - Separate overlapping parts: the row where sleeves end, where shirt meets pants, and where boots begin should have a 1 px shadow.
- Texture, not noise soup:
noisewithjitter2–5 for cloth/metal grain; 6+ looks dirty. Don't jitter faces or small details. - Hue-shift shadows for richer art: shadows slightly cooler/more saturated, highlights warmer. (Pick explicit hex tones for that instead of
:shifts.)
Color
- 15–60 distinct colors is typical for a good skin. Fewer than 6 looks flat.
- 1 dominant hue, 1–2 secondary, 1 accent (small area, high saturation: buckles, eyes, gems, lights).
- Keep adjacent parts at different values (lightness), not just hues. Silhouettes must read in grayscale.
- Avoid pure
#000000and pure#ffffffin large areas.
The overlay layer
The overlay is a shell 0.5 px (head) / 0.25 px (body, limbs) outside the base. It is what makes skins feel 3D.
- Hair volume: extend hair on
head.*@overlaya pixel or two past the base hairline. - Hoods / helmets: fill
head@overlay, thenclearwhere the face should show. - Jackets, scarves, belts with pouches, backpacks:
body.*@overlay. - Cuffs, gloves, boot tops:
arms/legs.*@overlaybands. - Keep overlay pixels fully opaque or fully transparent.
Workflow that works
fill allwith the dominant skin/suit color (no transparent base).- Fill parts: head, body, arms, legs.
- Bands: sleeves, belt, pants, shoes.
- Head:
pixelsfor the face, hair on top/back/sides (copyright → left withflip: "h"). - Shading and texture on the broad areas:
gradient/shade/noise. - Details on one side (they stay crisp because they come after the texture);
mirrorlimbs; then asymmetric details. - Overlay pass.
- Review, screenshot, patch.
Common mistakes
| Mistake | Fix |
|---|---|
| Transparent base pixels | Start with { "op": "fill", "target": "all", "color": "…" }. |
| Mixing up left/right | rightArm is on the viewer's left in the front view. |
| Arms painted 4 px wide on a slim model | Slim arm fronts are 3 px wide; use pixels rows of 3 chars. |
| Forgetting back and sides | Check back, right and left views in the review. |
| Black outlines everywhere | Use darker tones of the local color instead. |
noise / shade as the last layers | They also hit eyes, collars and buttons. Texture broad areas first, then paint details. |
| Same value head/body/legs | Vary lightness between parts. |