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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-spot

Installs into whichever agent you are using.

About this skill
📄

SKILL.md

Installable skill definition

Quality Score

89/100

Supported Platforms

Universal

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.

Substance
30/30
Structure
13/20
Description
15/15
Adoption
16/20
Freshness
15/15

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.

SkillScoreStarsUpdatedFormat
illustration-teal-spot (this skill)by MengTo896.3k16d agoSKILL.md
ai-job-searchby MadsLorentzen10045.4ktodayCLAUDE.md
claude-howtoby luongnv8910041.8k9d agoCLAUDE.md
algorithmic-artby anthropics100177.9k16d agoSKILL.md
pptxby anthropics100177.9k16d agoSKILL.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.

name: 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 #0e4a48 touches 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 with vector-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 #0e4a48 shape (self-stroke 0.6 to close seams). Floor shadow: the footprint pushed by SHD = [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 use pr([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">, no rx.
  • 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.

  1. The camera. One orthographic camera for everything: makeCam({ TH: -25, PH: 36, S }), S 0.84–1.05. 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.
  2. 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="${mat(fr, z)}">…glyph…</g>.
  3. Hard shadows.
    put(`<path d="${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 surface
    
    castShadow(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.
  4. Recesses and wells. recess({ ring, z, depth, id: 'P-well' }) cuts an opening into a top face (teal-dark walls, mid floor, clipped; pass wall: C.mid, floor: C.pale for 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 by dot(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.
  5. Decor. spark(x, y, size) and arc(cx, cy, r, a0, a1) in card coordinates, placed from the shifted bounding boxes that card({ 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.

Related Skills

View on GitHub
GitHub Stars6.3k
CategoryDevelopment
Updated16d ago
Forks741

Languages

HTML

Trust signals

100/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

No cautions