Mojavatar Maker

A Mojavatar is the chibi, big-headed 3D avatar that Mojang uses for its own staff portraits. This free, fan-made Minecraft chibi skin renderer (not an official Mojang tool) builds one from any skin: type a Java username, upload a skin PNG, or drop one straight onto the model. Pose it, light it, restyle it, and export it as a PNG, an animated GIF, or a GLB or OBJ 3D model. It needs no account, and it runs entirely in your browser: a skin you upload never leaves your computer.

Preview

Loading 3D model...

Actions

Exports match the preview exactly.

Settings

Skin

Body type
Load a skin

Drop a skin PNG or .bbmodel here or click to upload

Default

FAQ

How do I load my Minecraft skin, and which skin sizes are supported?

There are three ways to load a skin:

  • Username - Type your Minecraft Java Edition username and click "Load Skin" to fetch it automatically.
  • File upload - Press the Skin PNG tile in the Skin card and pick a file from your computer.
  • Drag and drop - Drop a skin PNG (or a .bbmodel) straight onto the model. The viewer lights up as a drop target.

Standard 64x64, legacy 64x32, and HD skins at any power-of-two size: 128x128, 256x256, 512x512 and up. The rule is simply a 1:1 or 2:1 image whose width is a power of two. HD skins keep their full detail: the texture is used at its native resolution, and the Pixelated filter keeps the edges crisp.

What is "8px UV height"? Standard skins give the body, arms and legs 12 pixels of vertical texture space. Some specialised skins pack that detail into only 8 pixels instead. If yours is one of them, tick 8px UV height in the Skin settings and the viewer remaps the UVs so the texture is not stretched. Leave it off for normal Minecraft skins.

What's the difference between Steve and Alex?

Steve has 4-pixel wide arms, Alex has 3-pixel wide arms. These are Minecraft's two default player models (the classic and slim body types), and using the wrong one makes the arm texture render incorrectly.

You should not have to care. The switch sits at the top of the Skin card and is set to Auto, which reads the body type straight out of the skin: a slim skin leaves the wide-only strips of its texture empty, so the tool can simply look. Auto always tells you what it chose: on a desktop the type it picked is marked with a dot, and on a phone, where the switch is a dropdown, it reads "Auto (Alex)".

Pick Steve or Alex yourself and that choice is locked: loading another skin will not overrule you. Go back to Auto and it re-reads the skin you already have. Switching between the two keeps your pose and your skin.

How do I pose the model?

Open the Pose tab and pick a preset: T-pose, Waving, Walking, Running, Sitting, Cheering, Crouching, Aiming, Zombie or Mining. That is one click and it is usually all you need.

To pose by hand, click a body part in the viewport (it lights up as you hover it). The part highlights, and a Selected part editor with Position / Rotation / Scale appears above the option cards. There is no mode to turn on first.

  • Tap a body part to select it, then pick the Move, Rotate or Scale tool.
  • Drag a number field sideways to scrub it, or tap the minus and plus buttons either side. Tap the number itself to type an exact value.
  • Shift+click (desktop) selects several parts at once.
  • Click empty space to deselect.
  • Part / Cube switch - Above the position fields. In Part mode a click selects the whole part; in Cube mode it selects a single cube, so you can pick just the base arm mesh, or just its overlay layer, and pose them separately. On desktop, Alt+click picks a single cube without switching modes.

Undo and redo (Ctrl+Z, Ctrl+Shift+Z) cover everything, not just the pose: materials, background, lights and visibility are all in the same history. Reset, next to the pose presets, puts every part back where it started.

How do I change the look: materials, lighting and shadows?

Materials. The Look settings hold the material options. Each one is a complete look: it sets the surface finish plus a matching lighting and tone style.

  • Soft Toy - Matte molded-plastic with soft, even lighting; a cute Kinder-egg toy look (default).
  • Glossy Toy - Shiny clearcoat finish with punchy product-shot lighting, like a vinyl figure.
  • Clay - Ultra-matte, soft and slightly pastel; a modeling-clay feel.
  • Plastic - Glossy clearcoat surface under a neutral studio light.
  • Matte - Flat, non-reflective surface.
  • Metallic - Shiny metallic appearance with strong reflections.
  • Embossed - Unlit with thin bevelled edges that catch the light: cube edges facing the key light glint, edges facing away fall into shadow, the way Minecraft title art pops its block faces.
  • Flat (Unlit) - No lighting or shading; shows the texture colors as-is.

Lighting. The Lighting settings have the Key, Fill and Ambient sliders, and Move lights in viewport, which puts two colored spheres into the 3D view: the yellow sphere is the key light (the main directional one) and the blue sphere is the fill light (the softer secondary one). Click a sphere to select it, then drag the gizmo arrows to move that light around the model. Reset, next to the Lights heading, puts them back.

What's the difference between Shading and Ground shadow? Shading lets the model cast shadows onto itself, so the head darkens the torso and the arms darken the body. Ground shadow, which is on by default, drops a shadow onto the floor beneath the character, and its Intensity slider sets how dark it is. They are independent: use either, both, or neither.

Every one of these is undoable, like everything else in the tool.

How do I frame the shot and export it as a PNG, GIF, GLB or OBJ?

Camera controls. Left-click drag orbits, right-click drag pans, and the scroll wheel zooms. The Camera settings hold the camera presets, and the number keys reach them too: 1 to 4 for Front, Back, Left and Right, 6 and 7 for Top and Bottom, 8 and 9 for the 45 degree views, and 0 to return to the default. Key 5 toggles orthographic, which is the projection this tool starts in: it removes perspective, so the avatar reads as a clean flat portrait. The same settings have Auto-rotate, which spins the model continuously, and Lock rotation, which freezes the orbit and shows the current azimuth and polar angles.

Export formats. Press Export in the Actions card.

  • PNG - Square image at your chosen resolution. Supports transparent backgrounds.
  • GIF - Animated 360° rotation from the current camera angle. Customize FPS (10–30) and duration (1–5 seconds).
  • GLB - Binary glTF format, includes pose, textures, and materials. Best for importing into other 3D tools.
  • OBJ - Wavefront OBJ format, widely compatible but does not include textures.

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