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Illustration

Drawing light: highlights and edge lines

A thin highlight on the top edge does more than any gradient.

Performance is rarely a problem for one hero cube, but a scene with fifty transformed blocks is a different story. Each block may become its own compositing layer, and every layer costs memory. Open the Layers panel before you ship and count them. If the number surprises you, flatten the static parts into a single SVG.

Accessibility for decorative art is mostly about getting out of the way. If an illustration adds no information, hide it from assistive technology with aria-hidden on its wrapper. If it does carry meaning, such as a chart, give it a text alternative that says what the picture shows, not how it was built.

Edges and highlights

Isometric drawing keeps every parallel line parallel. There is no horizon and no vanishing point, so a block at the back of the scene is exactly as large as one at the front. That sounds like a limitation, but it is the reason the style works so well for diagrams: you can measure anything, compare anything, and line things up without fighting perspective.

  • Keep every parallel line parallel
  • Use one grid unit for every size
  • Shade tops lightest and rights darkest

We prototype every scene on paper first. A sheet of triangle-grid paper, a soft pencil and ten minutes are enough to find out whether a composition works. It is far cheaper to erase a pencil line than to rewrite a dozen nested transforms, and the sketch doubles as documentation when someone asks why a block sits where it does.

A quick review before shipping

Colour contrast still applies to illustrations that carry meaning. A bar chart drawn as blocks needs enough contrast between the bars and the floor, and labels on the faces need the same contrast as body text. Decorative scenes have more freedom, but we still avoid pale blocks on a pale background.

Depth is a decision about colour long before it is a decision about geometry.

Inês Duarte

The best way to learn isometric CSS is to rebuild something you see every day. A mug, a keyboard key or a stack of books all make good first projects. They are simple enough to finish in an evening, and each one teaches a different trick, from rounded tops to repeating elements.

Shadows that sell the weight

Icons are the hardest isometric art to get right because there is so little room. At small sizes one of the three faces usually has to go, so we pick the two that best describe the object. A book keeps its cover and spine; a box keeps its top and front. Deciding early saves a lot of redrawing.

Watch out

overflow: hidden on any ancestor flattens a preserve-3d context. If a face disappears, look there first.

We keep every demo in a small repository with one folder per post. Each folder has the HTML, the CSS and a short note on what we tried and dropped. Months later, when a reader asks why a tutorial does something a certain way, the note usually has the answer and saves us a long investigation.

What it costs the browser

Before we publish any illustration we run it through a short review. Is the light direction consistent? Does every block sit on the grid? Is the art hidden from screen readers where it is decorative? Does it survive forced colours mode? It takes five minutes and catches most of the problems we used to fix after launch.

Depth is a decision about colour long before it is a decision about geometry.

Inês Duarte
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Written by

Priya Raman

Priya covers accessibility and tooling. She reviews every illustration on the site with a screen reader before it ships.

All 18 posts by Priya Raman

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