Outlandish in Works, Grounded in Experience: The Digital Artistry of Mr. Skander Mallouki


by Joshua Diokno   

There is something otherworldly about Mr. Skander Mallouki’s works—something strange but all the while familiar. There are glints of other worlds that only he can only understand, but somehow reaches out to us, making us think that these are things that we know and care about.

But his experiences and the resulting work ethics are well-grounded. Mr. Mallouki is a teacher whom we all would want to have. He’s probably one who would laugh in class but means business; strictly.

His vision and aspirations are seen through his outlandish works. Here is a guy who actually knows what he’s doing: he knows what his strengths are and knows how to use them. But do these strengths make him arrogant? No. For what it’s worth, it had led him to become a better person, a better artist and therefore a true vanguard of the digital arts. All this, not to faint of heart of course, had been a result of him pushing through this creative dream, even already along the promising path of Business Administration.

Xeno Creatives is more than excited to bring you this interview that Mr. Mallouki had given the time and generosity to accomplish. So let’s jump right in and discover what makes this artist tick and why he worthy of our admiration.

Xeno Creatives (XC): ZBrush definitely changed the ballgame for the 3D industry. What was it like using it for the first time? What did you have to learn to be skilled in it?

Skander Mallouki (SM): ZBrush has brought innovation to the 3D industry especially as an organic and flexible tool.

I remember at the beginning, the interface itself was challenging—many will understand. I started with faces and it was really horrible. In my opinion, working daily is the answer to get better at anything! Since the Sculptember challenge, I’ve decided to get out of my comfort zone and do a sculpture each day starting with simple pieces and increase the complexity with every sculpt. I’m in day 90 right now but what I can tell, being not afraid to show your work and to get feedback from the community will help a lot. Still have a lot to learn but varying the process and techniques of work in each project helps you to familiarize with the software and even more to manage the time for each work.

XC: Did it help you become a more efficient and productive artist?

SM: I’m originally a self-taught 2D artist, so creating concepts now is taking me less time. Now I can even paint over my 3D models for concept art commissions. I think, versatility is the key in being successful in the game industry.

XC: When did you know that you’ll be using ZBrush as your main software to create 3D art? Will this be for the long run?

SM: I’m currently working as a texturing guy and I can tell that ZBrush is part of the big scheme. Tools get combined to show the best of a model and merged into scene. As a sculpting tool, I do think I shall be using it for the long run!

XC: What were the other media that you used before ZBrush? Did these ultimately help you in making your creations better while using the software?

SM: I used to paint a lot with Photoshop and Still for my 2D Concepts. Last year, I started learning 3Ds Max and as rendering engine, V-Ray. Definitely, combined with ZBrush those tools are showing the best of a model whether it is a dynamic lightning or a post production phase. Recently, I’m trying to combine other software like Keyshot, Marvelous Designer and Substance Painter.

XC: How is the knowledge in human anatomy important when working with ZBrush?

SM: I believe that everything starts with a base or structure. This is the first thing that I was taught in college.  Knowledge you have can be much useful, because sometimes you have only a 2D image that you have to depict and that’s the role of anatomy as a guiding tool to help you in this craft.

 XC: Do you see yourself being involved in the movie and television industry?

SM: Yes! Actually this is one of my biggest dreams!

XC: Was delving into the craft really a passion to begin with, a hobby, or a mere job for you?

SM: Passion at 1000%! I’ve done a complete shift just to pursue my passion. I got my Masters degree in Business Administration last year but those years didn’t stop me from drawing and painting. I’m still new to 3D in general (a year at least) but I’m doing daily sculpture just because I love it and I want to get better on it. I can’t see time when I hold my stylus.

XC: Your works over at ArtStation OUTSTANDING. Really pleasant to look at, we really admire your originality in creating the concepts. But do you have any favorite pieces? What are they and why?

SM: Thanks, I’m really glad that you like my work. I still have a long way to go! If I were to choose, I think It will be the black op helmet because with this I completed my Sculptember challenge and it was the integration of a month of sculpting and learning in a single piece “It was really fun”. Another favorite piece is a personal concept this time of “Sci-Fi-costume”. I wanted to achieve a realistic render with a complete figure by following Luca Nemolato’s method and this is the result! Really learned a lot in term of compositing and using simple brushes inside ZBrush to design a sci-fi suit.

XC: What are the other concepts that you would want to create?

SM: There are many ideas in my head just waiting for the green light! But honestly I want to make more fantastic characters, more in Sci-Fi, even see concepts and sculptures related to “Star Wars” or “Overwatch”. Without forgetting to turn some of my 2D drawings into 3D and work more on that part. 

XC: Whom do you consider your influences? Why do you look up to them?

SM: Well, I’m working that hard because there is a person who always believed in me and it’s my mother. She used to draw and I guess she kind of inspired me.

Also Artists (2D and 3D) like Jaime Jones, Yue Wang, Hiro Mashima, Wojtek Fus, Artgerm, James Zapata, Ryan kingslien, Renaud Galand… (the list will not end) have inspired me a lot and still.

Of course, I cannot also forget all my great friends and mentors when I was still studying 3D ArchViz after college; they pushed me to do digital sculpting.

XC: Your works will look awesome in a video game. Do you also see yourself in Game Character Design?

SM: Yes, I’ve always wanted to work for some companies like Blizzard or even Riot Games as a character artist—one day it will become a reality!

XC: If you weren’t a 3D artist today, what do you think you’d be specializing in?

SM: Interesting question. Well I think it will be something related to art precisely in Cinema/video game industry. If not I will get back to what I got from my MBA and try to find something related to the creative.

XC: What advice or message can you give young aspirants wanting to enter the craft/industry?

SM: I still have a lot to do myself but If I had to motivate someone:

Never give up at the first failure and obstacle. Be ready to put a certain amount of time in order to achieve your goal and build a portfolio. Try to manage your time in an efficient way and make daily practice whether it’s sculpting, painting, or even drawing. It’s a competitive industry that’s why you have to be present in social media and ask artists for help if you’re stuck; they can give you shortcuts. Being inspired is already a reward! Take your stylus and get to work! Go ahead!

Thanks to the Xeno Creatives team!  : )

No Mr. Skander Mallouki, it us who should be giving our thanks. From all of us here at Xeno Creatives, may your craft prosper further and may all future digital artists take after your will to pursue.

Want to see more of Mr. Skander Mallouki’s works? Click here!

 



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