illustration-isometric-mono
Draws true-isometric diorama illustrations of developer and design workspaces in one green ramp, generated as SVG with a bundled scene kit.
Install / Use
npx skills add MengTo/Skills --skill illustration-isometric-monoInstalls into whichever agent you are using.
SKILL.md
Installable skill definition
Quality Score
Category
Data & AnalyticsSupported Platforms
Our assessment of illustration-isometric-mono
illustration-isometric-mono scores 96/100 on our quality scale, 43rd of 603 Data & Analytics skills we index (top 8%).
Its SKILL.md is 19 KB long, well organised into 12 sections with 4 code examples: a thorough specification that gives an agent plenty to work with.
With 6,252 GitHub stars, it is one of the more widely adopted skills in the catalogue.
Maintenance, license and trust
- The repository was last updated 16 days ago, so illustration-isometric-mono is actively maintained.
- It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
- Its trust signals score 100/100, with no cautions. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.
illustration-isometric-mono compared with similar skills
All 4 of these similar skills score higher than illustration-isometric-mono; compare them before choosing.
| Skill | Score | Stars | Updated | Format |
|---|---|---|---|---|
| illustration-isometric-mono (this skill)by MengTo | 96 | 6.3k | 16d ago | SKILL.md |
| algorithmic-artby anthropics | 100 | 177.9k | 16d ago | SKILL.md |
| pptxby anthropics | 100 | 177.9k | 16d ago | SKILL.md |
| designby nextlevelbuilder | 100 | 133.6k | 5d ago | SKILL.md |
| ui-ux-pro-maxby nextlevelbuilder | 100 | 133.6k | 5d ago | SKILL.md |
Frequently asked questions
- How do I install illustration-isometric-mono?
- Run
npx skills add MengTo/Skills --skill illustration-isometric-mono. The install tabs above show the steps for each supported agent. - Which AI agents does illustration-isometric-mono work with?
- It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
- Is illustration-isometric-mono safe to use?
- It is MIT-licensed and scores 100/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
- Is illustration-isometric-mono still maintained?
- The repository was last updated 16 days ago, so illustration-isometric-mono is actively maintained.
Skill content
View source on GitHubname: illustration-isometric-mono description: Draws true-isometric diorama illustrations of developer and design workspaces in one green ramp, generated as SVG with a bundled scene kit. Traits: one rounded off-white slab with a faceted bevelled edge; every face filled by the way it faces (top lightest, right darkest) from five greens; 0.9 deep-green outlines on every edge; dense fine repeated detail (rack units, ribs, vents, keys, code lines); soft green shadows and glows on the slab. Covers projection, shading, line weights, object vocabulary, layout and the iso.mjs kit (racks, databases, laptops, containers, cards, badges, books, plants, cables, status tower). Use when someone asks for isometric illustration, an iso scene, 2.5D tech art, monochrome or green isometric art, a server room, dev stack or cloud picture, or art for empty states, onboarding, 404 pages, blog headers, feature spots or marketing cards in this style.
Illustration: Isometric mono
A small world on a slab: seven to ten developer or design objects arranged on one rounded platform, drawn in true isometric with a single green ramp, every edge inked and every face shaded by its orientation. It reads as a precise, technical, calm product illustration, and suits infrastructure, tooling and workflow subjects: dev stacks, pipelines, studios, data centres.
Boundary: there are no people here. For a character acting out a tech moment use illustration-flat-with-black or illustration-outlined-cartoon; for one hero object with a hard offset shadow and floating extras use illustration-teal-spot; for chunky navy-extruded pop geometry use illustration-bold-pop.
Extracted from a set of 42 original design-and-coding cards in 14 styles; the three cards in examples/ are this style's shipped cards. Design Studio and CI Pipeline both scored 8.5 on their first judged round; both were built on the kit that ships in scripts/iso.mjs.
The look in one sentence
Every surface is a flat face of a true-isometric solid, filled from one green ramp by the direction it faces and outlined in 0.9 deep green, standing on a single bevelled off-white slab with soft green light pooled around it.
Palette
| Role | Hex | Where it goes |
|---|---|---|
| Card background | #ffffff | No background rect; the slab floats on white |
| Outline | #0f3d30 | Every visible edge (0.9), insets and panels (0.5–0.55), tiny parts (0.35–0.45) |
| Off-white | #fbf8f1 | Slab top, top faces of light and mid objects, label plates, paper |
| Pale mint | #c9f3d6 | Slab chamfer, lit LEDs, highlighted code lines, trackpads, tape |
| Mint | #8de8a6 | Left (+y) faces of light objects, slab band, code lines, leaf faces |
| Mid green | #5cc58a | Right (+x) faces of light objects, left faces of mid objects, glows, detail lines |
| Deep green | #2f9e6c | Right faces of mid objects, keys, shadow starts, fine ribs, slab bottom bevel |
| Very deep | #0b4a3a | Screens, keyboards' wells, rack units, mug interiors, terminal cards |
- Faces get colour from
shade(normal, material), which blends top/left/right colours by the face normal. Curved and rotated faces therefore produce in-between hexes (50–140 per card). They are correct; check them withscripts/ramp-check.mjs, not by eye.lint.mjs --palettelists them all as warnings by design. - Materials (top / left / right):
M.lightoff-white / mint / mid (default objects),M.paleoff-white / pale / mint (plugs, coasters),M.midoff-white / mid / deep (racks, monitors, pots, cabinets),M.deepvery deep / mid / deep (flat dark cards),M.darkdeep / deep / very deep. - Opacity only on floor decals (shadows, glows, the slab's under-shadow), screen sheens (
#5cc58a0.16–0.22) and highlight bands. No other hue ever: no greys, no accent colour, no text colour outside the ramp.
Line and fill
Numbers in SVG units at 480 wide (the kit already scales plan units by K = 0.91).
- Outline 0.9
#0f3d30on every visible edge of every solid, drawn once per edge (poly3,prismZandplatformdo this). Round joins and caps. - Face fills carry a 0.35 stroke in their own colour so neighbouring faces don't show hairline gaps. Do the same whenever you
fillPa face yourself. - Panels and insets 0.5–0.55 (door insets at stroke-opacity 0.7, plinth lines at 0.6). Tiny parts (plugs, corner castings, swatches) 0.35–0.45.
- Detail lines in ramp greens: ribs and vents 0.45–0.6 in
#2f9e6cor#0b4a3a(opacity 0.55–0.75 on the right faces), container ribs every 2.6, vents every 2.2, rack units every 6.4 with LEDs r 0.7–0.8, book page lines every 1.15, code lines 1.0–1.2 in pale/mint/mid on very deep screens, a>_prompt at 2.4. - Platform: inner rim
#5cc58a0.6 at opacity 0.75, 6.5 inside the edge; bevel seams 0.5 at opacity 0.55; a soft under-shadow#5cc58aat 0.2 offset 4 and blurred 4. - Cables: three strokes along one Catmull-Rom curve: outline 3.0, mid green 1.55, a 0.5 mint highlight offset (−0.35, −0.45). A thinner gauge: 2.46 and 1.09.
Characters
This style draws no people. The hero-object rules take their place:
- One hero, usually at the slab centre (plan x and y within ±30): a laptop with code, a monitor with a design tool, a conveyor. It carries the most detail and gets a mid-green glow in front of it (
glow(..., 0.5)about 52 x 30). A hero that is a tall row (a rack row) runs along an upper edge instead, with its glow on the floor in front of it. - Supporting objects are 40–70% of the hero's footprint and each tells one part of the subject. Build every one from boxes, rounded prisms, cylinders and extrusions; nothing is a flat icon stuck on the slab except deliberate flat cards (z ≤ 3).
- Every object has one face of fine repeated detail (units, ribs, keys, pages, slats) and at least one glyph that names it (
</>, a tick, an upload arrow, a>_). - Heights vary in four bands: flat 2–3 (cards, sketchbooks), low 18–30 (mugs, books, containers), mid 40–60 (cabinets, gates), tall 68–90 (racks, shelves, towers, monitors). Tall pieces stand only along the upper edges; a row of identical racks counts as one piece.
Decor and props
- Kit props (
scripts/iso.mjs):rack,database,laptop,container,mug,card(terminal),cloudBadge,books/book,plant,tower(status lights),cablewithcableShadow. Primitives:box,rbox(rotated),prismZoverrring/circle(rounded slabs, cylinders),poly3(any convex solid),extrude(standing badges and icons),textOn. Detail helpers:hatch,dotGrid,fan. - Example-only props worth copying from the generators' structure: monitor with design UI, shelf, drawing tablet, sketchbook, pen cup, swatches, mood board (Design Studio); conveyor, gates, robot arm, pallet stack, dashboard card, rocket badge (CI Pipeline). Read them in
examples/*.svgfor layout and detail density. - Reuse with care: take at most three kit props straight from any one example; build the rest for the subject from primitives (a cooling unit is a box with
fanandhatch, a drive crate is an open box with thin boxes inside, gas cylinders areprismZcylinders with a label band). - Floor light: a cast shadow for every object; a dark contact pool (
#2f9e6cat 0.3–0.34) under every small object; one to four mid-green glows (0.46–0.6) in front of screens, LEDs and lit panels;halo()for lamps and stack lights. - Text: none, or at most two monospace labels laid on a face with
textOn()(ui-monospace5.6, weight 700, pale mint on very deep). Draw glyphs as lines. - Never: people, sky, background shapes, a second slab, floating objects off the slab, sparkles, confetti, any non-green hue, perspective.
Composition
- One slab:
platform()with half size 122 and corner radius 26 in plan units. It projects to x 55.5–424 (77% of the card width), its bottom edge at y 330.5. With objects the ink box is 368.5 x 287–297: margins left and right 56, bottom 30, top 34–44. - Card ink coverage 22–24%. Seven to ten objects (a flat floor element such as tiles or a card counts) with 12–25 plan units between footprints; keep every footprint within ±110 so it stays clear of the rim line.
- Where plan points land on the card:
screen x = 240 + 0.788·(x − y),screen y = 204 + 0.455·(x + y) − 0.91·z.
| Slab part | Plan | Card | |---|---|---| | Back corner (top) | (−122, −122) | (240, 93) | | Left corner | (−122, 122) | (48, 204) | | Right corner | (122, −122) | (432, 204) | | Front corner (bottom) | (122, 122) | (240, 315) | | Upper-left edge / upper-right edge | x = −122 / y = −122 | |
- Depth runs from the back corner (small x + y) to the front corner (large x + y). Put tall pieces along the two upper edges, flat cards and small items toward the left, right and front corners. Fill all four quadrants of the slab.
- The slab centre (plan 0, 0; card 240, 204) always holds an object. Usually that is the hero. When the subject is itself a tall row (racks, shelves), the row runs along an upper edge and a low object takes the centre; an empty centre reads as a hole.
- Spread objects in screen x, not just in plan. Objects with similar
x − ystack in one column on the card and overlap each other; give neighbours in depth differentx − y. - Leave at least 4 px on the card between neighbouring silhouettes, or overlap them clearly; a cylinder top just kissing a base plate reads as a tangent.
- One or two cables tie the hero to back objects and lie on the slab (z 1.1), climbing into ports at the ends.
- Light comes from −x (upper left): every shadow falls toward +x (lower right).
Techniques
1. The projection and the shading come from the kit. Plan coordinates (x, y, z) map with P(x, y, z) = [240 + (x − y)·cos30°·0.91, 204 + ((x + y)/2 − z)·0.91]. Build solids and let the kit pick each face's fill:
import * as I from '/abs/path/illustration-isometric-mono/scripts/iso.mjs';
I.init('dc-'); I.floorDefs(); I.platform();
// ...every castShadow / glow / cableShadow, then I.flushFloor() (technique 3)...
I.box(-20, 20, -30, 30, 0, 40, I.M.mid); // a cabinet
I.prismZ(I.rring(60, 60, 18, 12, 3, 0, 3), 0, 3, I.M.deep); // a rounded flat card
I.prismZ(I.circle(-60, 60, 12, 12), 0, 24, I.M.light); // a cylinder
2. Draw on faces with face mappers. onLeft(y) maps (x, z) onto the +y face, onRight(x) maps (y, z) onto the +x face, onTop(z) maps (x, y). Combine with quad() and line():
const F = I.onLeft(30); // front (+y) face of the cabinet
I.both(I.D(I.quad(F, -16, 4, 16, 36)), I.VD, I.OUT, 0.5); // dark door panel
let ribs = ''; for (let x = -13; x <= 13; x += 2) ribs += I.line(F, [[x, 8], [x, 32]]);
I.strokeP(ribs, I.DG, 0.5); // fine repeated detail
3. Floor first, then objects back to front. All castShadow, glow and cableShadow calls go before flushFloor(), which clips them to the slab and blurs them by 1.6. Shadow length is h · 0.62 plan units toward +x; for very tall objects pass h · 0.35–0.45 so the shadow doesn't run off the slab.
I.castShadow(I.rectFoot(-20, 20, -30, 30), 40, 0.62, 0.24); // footprint, height, length k, alpha
I.glow(60, 60, 26, 20, I.DG, 0.32); // contact pool under a small object
I.glow(0, 50, 52, 30, I.MG, 0.5); // screen spill in front of the hero
I.flushFloor();
Then draw objects in ascending x + y of their footprint centres. When one object reaches both behind and in front of another (a conveyor through gates, a robot arm over a belt), split it into back and front calls, as the CI Pipeline card does.
4. Fine repeated detail has helpers. `hatch(F, u0, u1, w0, w1, step, dir, colour, width
Truncated for display — read the full file on GitHub.
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