Your cape is drawn and exported entirely in this browser tab, so the texture never leaves your device. The only network request is loading a default body skin (from mc-heads.net) for the 3D preview to hang the cape on; your cape itself is never sent anywhere.
Click or drag to paint. The emerald outline is the cape; the amber outline is the elytra wing. Both read from this one texture. Pixels outside the outlines never show in game. Shortcuts: B pen, E eraser, G fill, I pick, Ctrl+Z undo, Ctrl+Shift+Z redo.
Drag to rotate, scroll to zoom. The cape and the elytra are drawn from the same texture, so your art shows on both.
The cape maker is a pixel editor for the Minecraft cape texture with a live 3D preview. Pick a tool, choose a color, and paint the 64x32 image while a player model wears your cape and turns in real time. It all happens in your browser, so nothing uploads and there is no watermark.
A Minecraft cape is a single 64 by 32 pixel texture. The cape is a thin box, so the image is laid out as faces: the part you see behind the player is the 10 by 16 rectangle at x12, y1, with the top, bottom and two side strips wrapped around it. The right half of the same file holds the elytra wings. The editor draws a UV template overlay over those rectangles, in emerald for the cape and amber for the wings, so you always know where your art will show.
Tools include a pen, an eraser that paints to transparent, a bucket fill for connected areas and an eyedropper to sample a color already on the cape. Undo and redo, a grid toggle, clear and reset round it out, and a starter cape is loaded on first open so the editor and the 3D preview are never empty.
Because the cape and the elytra read from the same texture, the 3D preview lets you toggle between them with one click. Drag to rotate the model, scroll to zoom, and turn auto-rotate on to watch the cape flow. The preview re-reads your texture as you paint, so every pixel you place shows up on the body right away.
The preview hangs your cape on a default body skin loaded from a public skin service so it has shoulders to sit on. That default body is the only thing fetched over the network; your cape texture is built and saved locally and is never sent anywhere.
Be aware of how Minecraft handles capes before you build your art. Vanilla Java capes are account bound: the Migrator, Minecon and other capes are tied to your Mojang account, and there is no resource pack that gives every player a custom cape in unmodified Java Edition. The download here is the raw 64x32 cape PNG, which is the universally useful artifact.
To actually wear a custom cape you use a cape mod. The easiest is MinecraftCapes (Fabric, Forge and NeoForge), and OptiFine can also assign a cape PNG to your account; with any cape mod, only players who run the same mod see your cape. On Bedrock Edition, capes ride in a skin pack, so turn this cape into an importable .mcpack with the Cape Pack Builder and double-click it to add the cape in your Dressing Room.
In short: the PNG is correct and ready, but a normal resource pack will not put this cape on everyone in vanilla. Pair it with a cape mod or a Bedrock skin pack to see it in game.
Use the pixel editor to paint the 64x32 cape texture. The UV template overlay shows exactly which rectangles map onto the visible cape and the elytra wings, so you draw inside those areas. Watch the live 3D preview update as you paint, then download the cape PNG. To wear it in game you load that PNG with a cape mod, since vanilla Minecraft capes are account bound.
A Minecraft cape texture is 64 pixels wide by 32 pixels tall. The visible front of the cape is the 10 by 16 rectangle at x12, y1, with the top, bottom and side strips around it, and the elytra wings live in the right half of the same image. The cape and the elytra share this one 64x32 texture, which is why your art appears on both.
Not directly. Vanilla Java capes are tied to your Mojang account (Migrator, Minecon and other earned capes) and cannot be applied with a normal resource pack. A custom cape PNG is meant for cape mods such as OptiFine capes or Fabric cape mods, and for Bedrock skin packs that include a cape. Anyone who wants to see a modded cape needs the same mod installed.
Yes. The elytra uses the same texture file as the cape, so when you put on elytra in game the wings are drawn from your cape image. The 3D preview has a cape and elytra toggle so you can check both. The wing area is outlined in amber in the editor so you can paint it on purpose.
Yes. Drop a cape PNG into the upload area and it loads into the editor. If it is already 64x32 it is copied pixel for pixel; any other size is scaled down with nearest-neighbour so pixel art keeps its crisp edges, ready for you to touch up.
No. The painting, the 3D render and the PNG export all run in your browser, so your cape never leaves your device. The only network request is loading a default body skin for the 3D preview to hang the cape on; your cape art is never sent anywhere and there is no watermark.
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