Edit a 64×32 cape texture in your browser
This Minecraft cape editor gives you a focused 64×32 pixel workspace for cape and elytra texture files. Start with a transparent canvas or open an existing PNG, choose a paint color, draw one pixel at a time, erase transparent areas, fill connected regions, sample an existing color, undo mistakes, and export a new PNG. Every operation happens locally in the current browser tab. The editor does not create an account, upload the source image, publish a gallery entry, or store a draft on a server.
The page targets texture editing rather than account entitlement. Creating a PNG here does not grant a cape to an account and does not bypass the rules of Minecraft, a server, a launcher, a mod, or a resource pack. It simply helps you prepare and inspect a correctly sized image for a workflow that already accepts custom texture files.
Understand the 64×32 canvas
The editor accepts exactly 64×32 PNG files. That size is common for rectangular cape textures and vanilla-style elytra texture assets. A file can still be the wrong asset even when its dimensions are correct, so keep the original source and test the export in the exact edition, client, pack, server, or mod that will use it.
Cape mode displays a conventional rectangular cape layout for a 10-pixel-wide, 16-pixel-tall, one-pixel-deep cuboid. The large front face begins at pixel 1,1 and the large back face begins at pixel 12,1. Thin strips around those panels contain the top, bottom, left, and right edges. The overlay is a drawing guide only. It is not written into the exported PNG.
Elytra mode deliberately shows the complete texture atlas without invented wing labels. Elytra rendering uses wing geometry rather than the simple rectangular cape cuboid, and client or pack workflows can impose their own expectations. The tool therefore preserves every pixel and lets you edit the full 64×32 image while asking you to verify the result in the target environment.
Use the pixel tools
Select Brush to paint opaque pixels with the chosen color. The editor uses a one-pixel brush so small edge strips and narrow details remain controllable. Select Eraser to restore transparency rather than painting white. Transparent and white pixels are different: white is visible artwork, while transparency allows the target renderer to reveal whatever is behind that part of the texture.
Fill replaces a connected region of one color. It is useful for establishing a base color, changing a large panel, or removing a transparent background quickly. Because fill follows matching neighboring pixels, a one-pixel gap can allow color to reach another area. Use Undo when the result crosses a boundary you intended to keep.
Picker samples the clicked pixel and changes the active paint color. This is helpful when continuing an existing palette or repairing a seam with exactly the same RGB value. Sampling a transparent pixel keeps the visible RGB preview simple; use Eraser when you specifically need to create transparency.
Undo and Redo keep local image snapshots for completed actions. Clear creates a transparent 64×32 canvas and is also undoable. Refreshing or closing the tab removes the temporary history because the site does not persist drafts.
Read the cape front and back preview
In Cape mode, the lower preview extracts the 10×16 front and back panels and places them side by side. This makes a small emblem, gradient, border, or repeating pattern easier to inspect than it would be inside a mostly empty 64×32 atlas.
The preview does not simulate a moving 3D player, cloth physics, lighting, perspective, or the way a particular client positions a cape. It also does not show whether your account or server can use the file. Treat it as a pixel inspection view. Final verification must happen where the texture will actually render.
Pay special attention to the relationship between the front and back panels. Depending on the target geometry, the face you think of as the visible “outside” may correspond to a different named face in a technical asset pipeline. If an existing working texture is available, open it first and use its orientation as the reference rather than relying on a verbal label alone.
Design a cape that survives motion
Large readable shapes usually work better than tiny text. A cape is viewed at different distances, angles, and animation states. Start with a strong silhouette and a limited palette. Reserve the outer columns for borders or continuation colors so the side edges do not become accidental bright seams.
For a centered emblem, sketch its broadest shape first and then add highlights. Check symmetry by counting pixels from the center rather than assuming the visual center of the whole 64-pixel atlas. The principal cape face is only ten pixels wide, so a one-pixel shift is significant.
Use contrast intentionally. A dark mark on a dark base may disappear in game lighting even when it is visible on a bright browser background. Avoid smooth photographic gradients; the texture is tiny, and purposeful clusters of two or three shades usually read more clearly.
Prepare an elytra texture carefully
Choose Elytra when the source file is intended for a wing texture workflow. The editor changes the filename to identify the selected mode, but it does not rearrange pixels or convert cape artwork into a valid wing layout. Automatic conversion would require a defined source mapping, a defined target mapping, and decisions about missing wing areas. Those decisions are not safe to guess.
Use the full-atlas preview to look for accidental pixels, hard edges, and transparency. Begin from a known compatible elytra template supplied by the pack or client you are targeting when possible. Edit that file in place, preserve its transparent silhouette, and test often. A completely filled 64×32 rectangle is unlikely to behave like a carefully shaped wing texture.
Import and export without resampling
Open local 64×32 PNG accepts PNG only and rejects other dimensions. The editor decodes the image directly to an RGBA pixel buffer. Download 64×32 PNG writes that buffer back to a lossless PNG without smooth scaling, JPEG compression, or a hidden resize.
Do not run the result through a photo editor that automatically changes dimensions, color mode, or transparency. If another tool must be used, verify that its export remains exactly 64×32 and uses PNG. Keep a versioned copy before each major change so you can return to a working asset.
The cape guide, checkerboard background, control labels, and face preview are interface elements. They never become part of the downloaded file. Only the pixels on the main 64×32 canvas are exported.
Privacy, rights, and compatibility
Image decoding, drawing, fill, color sampling, history, previews, and export remain on the device. The site does not transmit the image pixels, filename, palette, mode, or editing history. This local-first design reduces privacy exposure but does not replace your responsibility to use artwork you created or have permission to modify.
SkinEditor.org is an independent, unofficial tool and is not associated with Mojang or Microsoft. Minecraft names are used descriptively to explain compatible workflows. Official documentation shows that Bedrock attachable definitions can reference an elytra texture and geometry, while resource packs define client assets; it does not make this editor an official publishing path.
Use the Minecraft skin editor for 64×64 player skins, the skin checker to diagnose player-skin files, and the turntable maker for a four-direction GIF of a player skin. Those tools operate on different assets and should not be used as cape converters.
Frequently asked questions
Does this editor give my account a cape?
No. It only creates a local texture PNG. Entitlement, installation, and visibility depend on the target game, server, launcher, mod, or pack.
Can I open a player skin here?
Only if it is 64×32, but it would still be the wrong layout. Use the 64×64 Minecraft skin editor for a modern player skin.
Is the cape guide included in the download?
No. The colored rectangles and labels are interface overlays. The PNG contains only your texture pixels.
Does Cape mode convert to Elytra mode?
No. Switching modes changes guidance, preview behavior, and filename. It does not move or invent pixels.
Why is there no 3D elytra preview?
A reliable preview needs verified geometry, UV mapping, pose, and renderer behavior. This version keeps the full atlas honest instead of presenting an uncertain mapping as authoritative.