Building
Armor
Armor is what Minecraft draws on a player's body when they wear a helmet, chestplate, leggings or boots. Use it to redraw a vanilla set (every iron helmet looks like yours) or to build a whole new outfit. There are two kinds, picked with the 2D / 3D switch under Shape when you add one:

- 2D reskins one of the vanilla sets. Every piece of that set in the world changes, and no plugin is needed.
- 3D builds a new set out of cubes, so a hood can be a hood and a spacesuit can carry its oxygen tank. See 3D Armor.
Which sets you can reskin#
Eight vanilla sets can be reskinned: Leather, Chainmail, Copper, Iron, Gold, Diamond, Netherite and the Turtle Shell. A pack holds one of each, because a 2D Armor asset is the vanilla set it replaces. Sets your pack already has are greyed out in the Add asset sheet.
Copper needs 1.21.9, and the turtle shell is a helmet
Copper armor arrived in Minecraft 1.21.9, so a pack exported for an older version leaves it out. The turtle shell has no other pieces.
Making a 2D set#
This section is 2D Armor; for 3D, see 3D Armor. Open Add asset, choose Armor, keep Shape on 2D and pick the set.
Generate: describe it, for example "weathered bronze scale armor, green patina in the seams". You can attach a reference image; the AI uses it to decide where colours and details go on the body (the faceplate, the emblem on the chest). A set takes a few minutes and costs about 45 AI Credits, but it's one charge however many sheets it has. No two runs are alike, so a set that comes back wrong is worth another try.
Blank: start from Vanilla art (the real set, ready to recolour, often the fastest way in) or Empty.
Upload: bring an image. What you get depends on what it is:
| You upload | You get |
|---|---|
| A 64×32 armor sheet (or any image twice as wide as it is tall) | Used exactly as it is |
| A 64×64 player skin | That skin's clothing becomes the armor |
| A character or a piece of armor on a plain background | Cropped and wrapped onto the body |
| Anything else, such as a texture or a photo | Tiled over the set, so the armor is made of it |
Uploads are free.
What a generated set covers#
A generated set follows the shape of the set it reskins. Iron covers what iron covers: a band round the head, sleeves to the elbow, the face bare. That keeps it looking like armor worn over a player rather than a costume. If you want more coverage, paint it in the editor, which has no such limit.
Plumes, crests, horns and wings are drawn onto the crown of the helmet, since nothing can stick out past the body's boxes.
Why armor looks a size up
Minecraft draws each armor box one pixel bigger than the body on every side, so the sleeves and the chest overlap a little. A sleeve a shade different from the chest, or a clear line at the shoulder, keeps the arm reading as an arm.
Seeing it in game#
On a server running RP Engine, our free plugin, press Sync to send the pack to yourself in game, then choose Wear in-game on the set's card (or press Sync in the editor): you're dressed in the real vanilla pieces, now showing your art. Without a plugin, export the pack, apply it, and put on the vanilla armor.
Minecraft moved armor textures in 1.21.2. You don't have to think about it: export writes whichever path your chosen version reads.
The editor#
Click a set to open the editor. The flat sheet is on one side and a player wearing it is on the other, and you can paint either. The plain Steve underneath is only there for preview; he never ships with your pack.
Edit with AI, in the editor, changes the set from a sentence ("make the trim gold", "add a red plume") and leaves the rest as it is. The editor greys out while it runs, and a failed edit leaves the set unchanged.
How the sheet is laid out#
Each set is drawn on 64×32 sheets: one shared by the helmet, chestplate and boots, and a separate one for the leggings. The editor hides this from you with one tab per piece (Helmet, Chestplate, Leggings, Boots); on a piece's tab the other pieces are dimmed so you can't paint them by accident.
The sheet has only one arm and one leg. The game mirrors them for the other side, so painting one boot paints both. Pixels the game never reads are dimmed in the editor.
Leather and dye#
Leather is the only dyeable set, and it has two sheets per layer, switched with the Base / Overlay pill beside the piece tabs:
- The base is multiplied by the player's dye colour.
- The overlay is drawn on top and never tinted.
Put anything that should take the dye on the base, and anything that must keep its own colour (studs, straps, buckles) on the overlay. A generated leather set paints the base and leaves the overlay empty.
Dye can only darken
The dye multiplies the base, so it can only make it darker, and there's no way to give each dye colour its own artwork. Draw the base light if you want bright dyes to show.
The Dye picker in the editor is a preview. The colour lives on the player's item, not in your pack.
3D Armor#
Pick 3D under Shape and describe the set:
an orange chemical suit with a big face window, a breathing tank on the back and green gloves
You get a new set built from cubes: a helmet, chestplate, leggings and boots, each shaped round the body and painted. It has its own name, and a pack can hold as many as you like. You can attach pictures to build one like them.
A set takes 15 to 25 minutes and costs about 150 AI Credits, charged for what it actually cost, like a model. Its page lets you orbit it, walk it and raise its arms, which is where a chestplate that's too wide shows up.
Wearing one in game#
You need Minecraft 1.21.4 or newer. How the set reaches the body depends on the player's version:
| Version | How it's drawn | Needs |
|---|---|---|
| 26.1 to 26.3 | By the game itself, through shaders in your pack. Moves exactly with the body | Nothing: the set's page lists a vanilla /give command per piece |
| 1.21.4 to 1.21.11 | The helmet by the game; the rest fitted to the limbs by RP Engine | RP Engine 0.1.61 or newer |
On a server running RP Engine you don't have to choose: Sync the pack and
press Give in-game, and each player sees the set the way their client can
draw it. When RP Engine is drawing the body pieces you won't see them on
yourself in first person; /rp armor self shows them in third person (F5).
Editing a 3D set#
Press Edit armor on the set's page, or the pencil on its card, to open it in the model editor. Move, resize and rotate cubes in Edit mode, and paint them in Paint mode, the same way you would a model. A player stands inside the armor so you can see what each piece has to clear. They're only there for reference and aren't saved with the set.
Each body part is a group: head, body, right_arm, left_arm, waist,
right_leg, left_leg, right_foot and left_foot. A cube moves with the
part its group is named after. If you add a cube and don't put it in a group,
it goes on the body part it's sitting on.
Changes save as you work, like any other editor. Sync pushes the set to your server.
Export downloads the set as a Blockbench .bbmodel, with bones named the
way MythicArmors expects.
Importing from Blockbench#
Drop a .bbmodel on the Armor tab's Upload door and it becomes a 3D set
(a picture still makes a 2D set). Importing is free.
Each cube is worn on the piece its group is named after:
| Group | Piece |
|---|---|
head | Helmet |
body, right_arm, left_arm | Chestplate |
waist, right_leg, left_leg | Leggings |
right_foot, left_foot | Boots |
Blockbench's own spellings work too (RightArm, Right Arm), and a cube
nested deeper belongs to the nearest body-part group above it. Cubes in no
body-part group are left out, and so are meshes. The upload list shows what was
found before you import.
Build the set around a player standing on the origin: feet at 0, facing south (+Z), right arm on the −X side. That's Blockbench's player template and what Export writes. Save with textures embedded in the file.
On Bedrock#
2D Armor carries over to the .mcpack under Bedrock's names for each set, and
looks the same on both editions.
3D Armor works for Bedrock players on a server running RP Engine and Geyser, following their arms and legs as they move. Pieces handed out before the server had RP Engine 0.1.66 show as paper; hand them out again.