Your skin files never leave your device. Reading, head-cropping and zipping all happen here in your browser. The only network request is the optional username lookup, which contacts the public mc-heads.net skin service and sends just the name you type, never an uploaded file.
A plain identifier (letters, numbers, underscores). It is the internal serialize name in the pack, not what players see; the display name above is what shows in game.
Drop a skin PNG (64x64 or 64x32) or load one by Java username. The slim (Alex) or classic (Steve) model is detected for you, and you can change it.
Uses the public mc-heads.net skin service. Only the name is sent.
A skin pack bundles several skins into one file so a single import adds them all to your Dressing Room. Add skins from PNG files or by username, name each one, set the pack name, and download a .mcpack ready to share. Everything happens in your browser, so nothing uploads and there is no watermark.
Each skin you add becomes one entry in the pack with its own display name and slim or classic model. The tool reads the texture, detects the arm model from the skin's arm columns, and lets you change it per skin. You can load a skin straight from a Java username through the public mc-heads.net service, or drop your own 64x64 or 64x32 PNG from an editor like the 3D skin editor.
When you build, the tool writes a valid Bedrock manifest.json, skins.json and en_US.lang, then zips your skin textures into a single .mcpack. Name the pack with the same section-sign color codes Minecraft uses, add a description and an optional icon, and you are done.
Double-click the .mcpack file to import it into Minecraft Bedrock. Open the Dressing Room, or the skin picker on the profile screen, and your pack appears under the owned skins as its own group. Pick any skin in it and it applies right away.
If a skin looks wrong, with arms too wide or too narrow, switch its model between classic and slim in the queue and rebuild; the model must match the texture the skin was drawn for. This is a Bedrock Edition tool. Java Edition uses a different skin system and does not load skin packs, so it is out of scope for this version.
Add each skin to the queue, either by dropping a PNG (64x64 or 64x32) or by typing a Java username to load that player's skin. Give each skin a name and confirm the slim or classic model, then set a pack name and description. Click build and the tool assembles a valid manifest, skins.json and en_US.lang, zips your skin textures, and downloads a single .mcpack.
Double-click the downloaded .mcpack file and Minecraft Bedrock imports it automatically. Then open the Dressing Room or the skin picker on the profile screen, find your pack under the owned skins, and select any skin in it. The skins apply like any other owned skin.
Up to 100 skins per pack with this tool. You add them in order, name each one, and can remove any before building. If you need more, build a second pack; each pack imports separately and shows as its own group in the skin picker.
Classic is the Steve model with 4-pixel-wide arms, and slim is the Alex model with 3-pixel-wide arms. The texture layout differs slightly, so each skin must use the model it was drawn for. The tool auto-detects the model from the arm columns and lets you override it per skin if the detection is wrong.
No. This tool builds a Bedrock Edition skin pack (.mcpack), which uses a manifest and skins.json that Java does not read. Java does not support skin packs in the same way; you apply skins one at a time through the launcher or a third-party loader, so a packaged pack is out of scope for this version.
No. Reading each skin, cropping the head thumbnail and zipping the pack all run in your browser, so your files never leave your device and there is no watermark. The only network request is the optional username lookup, which contacts the public mc-heads.net skin service and sends just the name you type.
Design a skin first, or browse more Minecraft tools: