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Hats, layers, patterns and prints at skin size

What survives at 64 x 64 pixels: hats on the outer layer, stripes that line up with the pixel rows, checks, prints and small details, with examples.

Updated October 12, 2026

Whether you make a skin from photos or paint one by hand, the same limits apply. The texture of a player skin is 64 by 64 pixels, and the body's front is 8 by 12 of them. Designing for that size is closer to making a mosaic than a drawing: every pixel has to earn its place. Here is what we learned drawing hats, layers and patterns for Scan2Skin 3D.

Think in pixel rows

A pattern on a skin is drawn in whole pixels, so its size relative to the pixel grid decides whether it survives. The picture below shows four made-up fabrics, each first as cloth and then reduced to the 8 by 12 pixels of a torso's front:

Four fabric swatches beside their 8 by 12 pixel versions: fine navy stripes become flat gray-blue, uneven stripes become blurred bands, bold stripes two pixels tall stay crisp, and a large red check stays a check.
Fine stripes average to one color; stripes that do not line up with the rows blur; stripes two pixels tall and a large check survive.

Prints, logos and small details

A print smaller than about a quarter of the chest becomes one patch of color, which can still look good: a dark patch on a light shirt says "there is a print here". Text and fine logos cannot be read at this size, and copying someone else's logo onto a skin is best avoided anyway. Small floral prints read as a speckle of their two or three main colors; that is usually better than trying to draw each flower.

Seams, pockets, buttons and zippers are details of one pixel. Use them sparingly: one row of slightly darker pixels for a waistband, a single-pixel line for a zipper or the edge of an open jacket, a darker pixel at the bottom of a sleeve for a cuff. A darker shade on the lower rows of the trousers and the underside of the arms gives the model some depth.

Hats and head coverings

The head is a cube of 8 by 8 pixels on every side, with a second, slightly larger cube around it: the hat layer. Anything that should stick out from the head (a cap's crown, a hat, a hood, big hair) belongs on the hat layer; anything that lies flat (a headband, a scarf wrapped close, hair at the temples) can go on the head itself.

Two layers: jackets and sleeves

The outer layer covers the whole body, not just the head: there is a jacket over the torso, a sleeve over each arm and a leg over each pants leg. A jacket on the outer layer can be taken off in the game's settings, which shows the shirt underneath. The trick is to paint the shirt on the body layer and only the jacket on the outer layer, leaving the outer layer transparent where the jacket is open. See the outer layer guide for where each part sits on the texture.

Color

Next: clothing from around the world on a skin, or try these ideas on a free example skin.

Make a skin now, in your browser: five guided photos with the camera, or photos already taken. Nothing is uploaded. The Scan2Skin 3D app for iPhone and Android adds scan yourself, HD skins and Pro.

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