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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.