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Iso
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3D

CSS-generated three-dimensional objects - cubes, buildings, icons - created purely with transforms, clip-paths, and layered box-shadows. No images, no WebGL, no canvas. Pure CSS depth.

30°
X rotation
−45°
Y rotation
3
Visible faces
Anatomy

ISO Cube Anatomy

Three visible faces - top, left, right - each a different lightness of the same hue. Built with CSS clip-path or 3D transforms.

Three-Face Cube
Top: lightest · Left: mid · Right: darkest
Top: polygon(50% 0,100% 25,50% 50,0 25)
Left: polygon(0 25,50% 50,50% 100,0 75)
Right: polygon(50% 50,100% 25,100% 75,50% 100)
Variable Height Towers
Extend the side panels downward
to create buildings of any height
Side faces: extend polygon
points y to desired height
Bottom: close the shape
PRESS
3D Button Effect
box-shadow offset creates depth illusion
Active state: translate to shadow
box-shadow: 4px 4px 0 #darker;
:active { transform: translate(4px,4px);
box-shadow: none; }
Colour

Three-Face Colour System

Each iso object uses three shades of the same hue - light top, mid left, dark right - to simulate consistent directional lighting.

Top Face · Light Source
Indigo 500
Receives direct light - always the lightest face. Use the base hue at full saturation.
#6366F1
Left Face · Mid Shadow
Indigo 700
Side-lit - 20–30% darker than the top. Establishes the primary shadow plane.
#4338CA
Right Face · Deep Shadow
Indigo 900
Deepest shadow - 40–50% darker. This face defines the object's mass and weight.
#312E81
Violet Set
Cyan Set
Emerald Set
Rose Set
Type

Type System

Display Isometric 48px · Inter 700
Gradient fill
H1 3D Interface Design 22 32px · Inter 700
Label ISO_TRANSFORM :: rotateX(30deg) rotateY(-45deg) 11px · JetBrains Mono
Body Body text in Inter 300 - clean and functional. The isometric 3D elements carry the visual weight; prose stays minimal and legible. 15px · Inter 300
Components

UI Components

// 3D Buttons

// Input Fields

// Cube Icon Grid

Progress · 3D shadow
Render 72%
Build 55%
Cards

Card Patterns

Foundation
The Isometric Cube

The base unit of all isometric illustration - three faces, three shades, one consistent light source.

Core
Architecture
Isometric Buildings

Extend cube side faces downward to create towers. Stack cubes of different sizes for complex structures.

Build
Data Viz
3D Bar Charts

Isometric bar charts give data visualisation a tactile, spatial quality - each bar a physical column.

Data
Layout

Full App Layout

◈ Dashboard
⬡ Objects
⬡ Scenes
⬡ Export
⚙ Settings

Dashboard

4,821
Objects
↑ 12%
$48k
Revenue
↑ 8%
99.9%
Uptime
Nominal
1.4ms
Latency
Fast

Render volume · 7d

Principles

Core Principles

01 · ANGLE

30° / 45° is Sacred

Isometric projection uses rotateX(30deg) rotateY(-45deg) - or the 2D equivalent with skewX(-30deg)/skewY(30deg). Deviating from this angle breaks the shared spatial logic immediately.

02 · LIGHT

One Light Source, Always

Top face = lightest. Left = mid. Right = darkest. The directional lighting must be consistent across every object in the scene. Mix up the source direction and the illusion collapses.

03 · SHADOW

box-shadow as Depth

For UI elements like buttons and cards, offset box-shadow (4px 4px 0 darkerColour) simulates the isometric depth without full 3D transforms - maintaining interactivity and accessibility.

04 · PALETTE

One Hue, Three Shades

Each object should use three values of a single hue - not three different colours. This creates material coherence. Mix hues between objects but keep each object monochromatic.