illustration-teal-spot
Draws original spot illustrations of one hero object as SVG cards (480x360) in a teal-on-white style. Identifying traits are a single object in a fixed oblique 3/4 view showing top, front and right faces; white main faces with teal only on side faces and accents; thin dark-teal outlines on every edg…
Install / Use
npx skills add MengTo/Skills --skill illustration-teal-spotInstalls into whichever agent you are using.
SKILL.md
Installable skill definition
Quality Score
Category
Development & EngineeringSupported Platforms
Our assessment of illustration-teal-spot
illustration-teal-spot scores 89/100 on our quality scale, 1697th of 4,588 Development & Engineering skills we index (top 37%).
Its SKILL.md is 18 KB long, well organised into 12 sections and no 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-teal-spot 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-teal-spot compared with similar skills
All 4 of these similar skills score higher than illustration-teal-spot; compare them before choosing.
| Skill | Score | Stars | Updated | Format |
|---|---|---|---|---|
| illustration-teal-spot (this skill)by MengTo | 89 | 6.3k | 16d ago | SKILL.md |
| ai-job-searchby MadsLorentzen | 100 | 45.4k | today | CLAUDE.md |
| claude-howtoby luongnv89 | 100 | 41.8k | 9d ago | CLAUDE.md |
| algorithmic-artby anthropics | 100 | 177.9k | 16d ago | SKILL.md |
| pptxby anthropics | 100 | 177.9k | 16d ago | SKILL.md |
Frequently asked questions
- How do I install illustration-teal-spot?
- Run
npx skills add MengTo/Skills --skill illustration-teal-spot. The install tabs above show the steps for each supported agent. - Which AI agents does illustration-teal-spot 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-teal-spot 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-teal-spot still maintained?
- The repository was last updated 16 days ago, so illustration-teal-spot is actively maintained.
Skill content
View source on GitHubname: illustration-teal-spot description: Draws original spot illustrations of one hero object as SVG cards (480x360) in a teal-on-white style. Identifying traits are a single object in a fixed oblique 3/4 view showing top, front and right faces; white main faces with teal only on side faces and accents; thin dark-teal outlines on every edge; a hard, unblurred deep-teal drop shadow pushed down-right; and two to four small floating extras (coins, tilted UI cards, badges) with their own hard shadows, plus 4-point sparkles. No people. Covers design and coding concepts as objects: keyboards, databases, git graphs, inboxes, devices. Use when someone asks for a teal spot, teal icon illustration, isometric spot object, 3D line spot, empty-state art, onboarding step art, a 404 or error spot, a feature spot, a blog header object, a marketing card or a product icon scene in teal, mint or green-teal.
Illustration: Teal spot
One object, shown as if it were a small physical model, sits alone on a light grey card. It reads like a product icon blown up to card size: white faces, a teal side, a crisp dark outline and a hard deep-teal shadow. Small floating extras hint at the action. Use it for empty states, feature spots and onboarding steps that need one strong object and no people.
Boundary: for a whole isometric scene of 6–8 objects on a platform slab with soft glows, use illustration-isometric-mono. For people at work, use a character style such as illustration-framed-panel or illustration-outlined-cartoon. For saturated multi-colour clusters with navy extrusions, 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.
The look in one sentence
A single white object in one fixed oblique projection, teal only on its right-facing sides, outlined in 1.2 px dark teal and dropped onto flat grey by a hard, unblurred deep-teal shadow that always falls down and to the right.
Palette
Eleven colours, measured from the examples. Nothing else.
| Role | Hex | Where it goes |
|---|---|---|
| Card background | #ebebeb | full-bleed rect, nothing else |
| Ink | #0e3f3d | every outline, glyph strokes on pale faces |
| Deep teal | #0e4a48 | all hard shadows, sparkles, dark glyphs, the right side of teal parts |
| Teal dark | #299c96 | front and left sides of teal parts, recess walls |
| Teal | #36c3b0 | right side of white parts, tops of accent parts, LEDs, highlighted UI rows |
| Mid teal | #7fd8ca | sides of pale parts, recess floors, coin sides |
| Pale-mid | #a8e5e0 | arc ticks only |
| Pale teal | #d8f2ed | sides of keys and cards, highlight streaks on white, search fields |
| White | #ffffff | the hero's top, front and left faces; card tops; glyphs on teal |
| Grey | #d5d8d8 | label pills, placeholder text bars, switch stems |
| Grey dark | #b9c0c0 | right side of small grey parts |
- No gradients, no opacity, no filters, no blur, no
<text>: letters and digits are stroked paths. - White faces are the majority of the object. If teal covers more than about a third of the hero's visible area, it stops being this style.
- Deep teal
#0e4a48touches the grey background only as shadow or sparkle, never as a face of the hero.
Line and fill
- Outlines:
#0e3f3d, 1.2 at 480 wide,stroke-linejoin="round", round caps on open creases. Small UI parts on a card face: 1.0–1.1 withvector-effect="non-scaling-stroke"(the face transform would otherwise distort them). LEDs and tiny dots: 0.8. - Outlines are strokes drawn over flat fills: per solid, the silhouette hull, the top ring and the vertical creases where two face colours meet. No inner contour lines on a single flat face.
- Plates (shields, clouds, bars) use the stroke-behind trick: each side quad is filled ink with a 2.9 stroke, then refilled in the side colour with a 0.5 self-stroke, then the face is drawn with a 1.2 outline. This is why
stroke-width="2.9"dominates the examples. - Shading is one tone step by facing, never a gradient:
| Part | Top (cap) | Front, left, back | Right-facing side |
|---|---|---|---|
| Hero body | white | white | teal #36c3b0 |
| Pale part (key, UI card) | white | pale #d8f2ed | mid #7fd8ca |
| Accent part (button, branch disc) | teal | teal dark #299c96 | deep #0e4a48 |
| Coin (data token) | pale | mid | teal |
| Accent coin (badge, count) | teal | teal dark | deep |
| Small recess (socket, well) | (opening) | walls teal dark | floor mid |
| Large open recess (tray, more than a quarter of the top) | (opening) | walls mid | floor pale |
-
Glyphs: white on teal faces (2.8–5 wide), deep or ink on white and pale faces (2.4–2.8 wide), round caps and joins. A flat detail printed on a floor or face is a teal disc or rounded square with a 1.0–1.1 ink outline and a white glyph.
-
Highlight streaks: two dashes, one long and one short with a gap of about 6 % of the edge, 2.2 wide (1.8–1.9 on small parts), round caps, drawn 8 units under the top edge of a white front face in pale
#d8f2ed; on teal faces use teal or mid. One streak per face, at most four on the card. -
Every shadow is a hard flat
#0e4a48shape (self-stroke 0.6 to close seams). Floor shadow: the footprint pushed bySHD = [0.78, -0.48]world units per unit of height. Floating extras: the item's screen hull offset by (8.5, 7.6) px.
Characters
None. This style has no people, hands or faces. The hero object takes their place:
- One solid object. The subject is a single physical thing (a tile, a drum, a keyboard case). Ideas that are really diagrams (a git graph, a pipeline) get mounted on or built into one solid, never scattered as loose parts.
- Real thickness. Bodies are 28–40 units tall; keys and cards 8–14; coins 5.5; plates 7–8. Corners are rounded (radius 18–24 on a body, 4–9 on keys and cards).
- Detail on the front face is product detail: one highlight streak, one grey label pill (26–30 × 4.4, radius 2.2) and one teal LED (4.6–5 round, 0.8 outline) near the front-right of the top rim or the face. To lay a flat shape on the front face of a box of depth D, map its (x, z) points with
pr([x, -D / 2 - 0.05, z]); on the top rim usepr([x, y, H + 0.01]). - Action is shown by parts that lift out of the object (a key popped out of its socket, a disc raised on an arch), with the empty socket or shadow left behind.
- Give a generic shape its tell. A plain rounded box reads as "a box". Add the one feature that names the object: keycaps for a keyboard, grooves for a database drum, a finger scoop for a letter tray (
scoop()), a slot for a card reader.
Decor and props
- Floating extras: 2–4, each a small solid in the same projection: a tilted UI card (about 84–114 × 50–58, 8–9 thick, tilted back 28°), a coin (radius 17–19, a digit or icon on it), an upright plate (shield, cloud, envelope; 7–8 deep). Each casts its own hard shadow (offset 8.5, 7.6) or a small ground ellipse (radius 10–17) on the floor or tile below it.
- Sparkles: 3 per card, 4-point concave stars in deep teal: a big one (size 6–7) with a small one (3.6–5) 12–16 px from it, beside one extra, and a single small one (4–5) beside an extra on the other side.
- Arc ticks: 0–3, short arcs (20–40°) hugging a floating item at its radius plus 7–9, 3.4–3.6 wide, pale-mid or teal. They say "this just moved"; Backup has none, Command K has three around its two popped keys.
- UI content on cards: grey bars 4.4 high with radius 2.2; one teal highlighted row (radius 4–6) with white bars; small square icons radius 4 in teal with a white glyph.
- Never: people, plants, outline clouds as background doodles, ground lines, platforms under the whole scene, text labels, glows.
Composition
- Background: a square full-bleed
<rect width="480" height="360" fill="#ebebeb">, norx. - The whole group (hero, shadows, extras) is centred with its bounding box at (240, 181). It spans 58–90 % of the card width and 58–75 % of its height; margins are at least 30 px on every side. The hero alone takes about 55 % of the card.
- The hero sits slightly below centre; the extras orbit it in the top-left, top-right and left gaps, so no quadrant is empty and nothing touches the hero's outline.
- Stagger the extras at different heights (one high, one level with the hero's rim). Three extras in a level row across the top read as a toolbar, not a scatter.
- The bounding box includes every extra, so moving one extra outward shrinks the hero after centring. Read the width % that
card()prints after every move and keep it at 90 % or less. - The hard floor shadow is part of the silhouette: it extends 20–60 px down-right of the base and anchors the object.
- Structure of every example file:
<rect id="P-bg">, then<g id="P-scene" transform="translate(TX TY)">holding everything projected, then<g id="P-decor">with sparkles and arcs in card coordinates.
Techniques
All of them come from scripts/teal3d.mjs (no dependencies, deterministic). scripts/starter.mjs builds a complete card with each one; copy both files to your work folder and edit the scene.
- The camera. One orthographic camera for everything:
makeCam({ TH: -25, PH: 36, S }),S0.84–1.05. World +x runs to the lower right, +y away (upper right), +z up. Don't hand-draw a "roughly isometric" box: faces drift out of parallel and the set stops matching. - Solids and plates.
solid({ fr, r0, z0, r1, z1, col })extrudes between two rings (rrect,circle) and colours each visible side run by facing; give a smaller top ring for keycaps.slab({ fr, pts, depth, face, side })extrudes any flat outline (shield, cloud, envelope) and returns.shadow().mat(fr, z)maps flat 2D art onto a face:<g transform="${mat(fr, z)}">…glyph…</g>. - Hard shadows.
put(`<path d="${poly(floorShadow(rrect(0, 0, W, D, R), H * 1.05))}" fill="${C.deep}"/>`); // first put(liftShadow(card.hull) + card.svg); // floating extra put(env.shadow() + env.svg); // floating plate (slab) put(well.onFloor(`<path d="${poly(castShadow(pts3, zFloor))}" fill="${C.deep}"/>`)); // part standing on a surfacecastShadow(pts3, z, 0.6)drops a standing part's world points onto the surface it stands on (the git-graph discs on their tile). Use it only for parts that touch that surface; a floating plate cast onto the floor far below becomes a thin dark bar nowhere near the plate, so floating items always use the screen offset. - Recesses and wells.
recess({ ring, z, depth, id: 'P-well' })cuts an opening into a top face (teal-dark walls, mid floor, clipped; passwall: C.mid, floor: C.palefor a large tray).well.onFloor(art)clips art to the visible floor, for printed details and cast shadows. Parts sitting inside it are drawn after it, back to front bydot(centre, cam.V).scoop({ xa, xb, depth, y0, y1, zTop })cuts a shallow arc down through a front wall (from its outer face y0 to its inner face y1): the cut shows the floor colour, its inner faces follow the facing rule, and both edges are inked. - Decor.
spark(x, y, size)andarc(cx, cy, r, a0, a1)in card coordinates, placed from the shifted bounding boxes thatcard({ prefix, scene, BOX, decor })hands you.
Draw order: floor shadow → hero (back parts first) → face details → recesses → parts inside recesses, sorted back to front → for each extra, its shadow then its body → decor.
A torus (torus().piece()) and swept tubes (tube()) are there for rings and pipes; draw the back half of a ring before the part that passes through it and the front half after. The kit warns [fold] when a tube outline self-intersects; shorten or thicken the tube until it stops.
Failure modes
- Scattered parts read as a diagram, not a spot. Git Me
Truncated for display — read the full file on GitHub.
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