A Minecraft skin is a 64×64 PNG image, but it is not a flat illustration of a character. Think of it as a cardboard box net — the kind you might unfold to see all six faces of a box laid out flat. Each limb and body part of the Minecraft player model is a simple rectangular box, and the skin file stores all the faces of all those boxes unfolded into a single flat image.
The game engine reads the image, takes each rectangular region, and wraps it back around the corresponding 3D box as a texture. This mapping from a flat image to a 3D surface is called a UV map. Knowing where each body part lives in the UV map is what makes it possible to draw, edit, or convert a Minecraft skin.
A modern 64×64 skin has two layers of texture information:
When you use the converter, the overlay toggles in step 3 let you choose which overlay regions to bake into the Roblox output. If your skin does not use the overlay layer at all, leaving all the toggles off produces identical results to turning them on.
The regions below are described in pixel coordinates (x, y) measured from the top-left corner of the image. Each body part is a box, so each region covers all six faces of that box packed together.
The head base layer occupies the top-left corner of the image: the full head cube net sits in the area from roughly x = 0–32, y = 0–16. The front face of the head (the face) is at x = 8–16, y = 8–16. The overlay layer for the head (the hat or helmet layer) occupies x = 32–64, y = 0–16.
The torso base layer is in the middle of the image, roughly at x = 16–40, y = 16–32. The torso overlay (for jackets, armour, belts) is at x = 16–40, y = 32–48.
For Steve (4-pixel arms), the right arm base is at roughly x = 40–56, y = 16–32, with the overlay below it at x = 40–56, y = 32–48. For Alex (3-pixel arms), the same regions apply but only 3 of the 4 pixel columns are used, leaving the rightmost column empty.
The left arm was added in Minecraft 1.8 when the format expanded from 64×32 to 64×64. For Steve, the left arm base sits at roughly x = 32–48, y = 48–64. The sleeve overlay is at x = 48–64, y = 48–64. Alex follows the same positions with 3-pixel wide arm faces.
The right leg base is at roughly x = 0–16, y = 16–32, with the trouser overlay at x = 0–16, y = 32–48.
Like the left arm, the left leg was added in Minecraft 1.8. It occupies x = 16–32, y = 48–64 for the base layer, with the overlay at x = 0–16, y = 48–64.
Before Minecraft 1.8, player skins were 64×32 pixels. The lower half of the image (y = 32–63) did not exist. This meant the format only had room for the right arm and right leg — the game mirrored those regions automatically to draw the left arm and left leg. There was also no overlay layer, so the entire skin was one flat texture with no second layer at all.
If you upload a 64×32 skin to the converter, it detects the legacy format and rebuilds the missing left side by mirroring the right — exactly what the original Minecraft engine did — then converts the reconstructed 64×64 image to the Roblox template.
The converter reads specific pixel regions from your Minecraft skin file and remaps them onto the Roblox shirt and pants template layout. The Roblox template is a 585×559 PNG with its own UV rules that say which rectangle of pixels gets applied to which part of the Roblox body mesh.
The converter does not transfer the head region because Roblox shirts and pants cannot cover the head mesh. If you want a Minecraft-style head on a Roblox character, you would need a custom 3D head accessory — something outside the scope of a shirt/pants conversion.
Understanding the UV map also makes it easier to diagnose problems:
Now that you know how the skin file is laid out, open the converter, upload your skin, and the tool will handle the UV remapping from Minecraft format to Roblox template for you automatically.