ZBrush Artist Mr. Johnny Fraser: On Making It and Making It Work


by Joshua Diokno   

Mr. Johnny Fraser’s works may be all wee and cute, but his discipline and aspirations are serious enough for him to be called a true artist.

Sure, these words can easily be thrown around. And of course, artists are artists primarily because they are disciplined and have aspirations. But with Mr. Johnny Fraser, these concepts actually bear greater meaning. Before being an artist, Mr. Fraser worked full-time in the security and law enforcement sector. At the age of 38, he has been having apprehensions about getting into the 3D industry as the age already demands being established at something—as modern day societies are inclined to set standards and cruel parameters.

Being able to finally get into the industry that he so loves is a win not only for Mr. Fraser but for all those people wanting to pursue their dreams while being in different places.

Let’s get to know Mr. Johnny Fraser through this interview and be inspired to follow our own dreams!

Xeno Creatives (XC): Given your experience in the industry, what do you think is your edge as a 3D artist?

Johnny Fraser (JF): I feel that my position is somewhat unique. To date, I have had no professional experiences within the industry and in the past few years have focused on “finding” and developing my style in order to establish myself as a serious 3D Artist; my True passion being stylized cartoon characters with the occasional Caricature. 

XC: Before concentrating on ZBrush as a primary tool of 3D creation, what were the other software that you used?

JF: I am completely self-taught. I started in 2008 using 3Ds Max. Old school style, box modelling, creating characters using primitives, and moving from polygon to polygon.  I recall not even knowing what a Polygon was and certainly didn’t know what rendering meant. It took me a few more years to learn Photoshop and how to compose render passes.

XC: What made you turn to ZBrush? What about it appealed to you?

JF: I had already tried Autodesk Mudbox when it was in its infancy and to be honest I struggled a lot—especially with forms and anatomy. When I discovered ZBrush it was like a door opened and a bright light switched on to a harmonious song. (lol)  The ability to quickly block out concepts as well as its polypainting features. I strongly believe that it’s the total package and I predict in the future will incorporate particle creation and cloth dynamics.

XC: What was your most exciting project to date?

JF: For me my most exciting project was a serious of small characters I called the “Wee” Series. In particular it was “Wee” Punisher I liked best as I spent a lot longer on the textures and overall composition. Trying to convey the seriousness of The Punisher into a childlike character was tons of fun.

XC: So far, what were the challenges that you had encountered working in the 3D industry?

JF: Well the biggest ongoing challenge for me is trying to “break-in” to the industry. I’ve never worked freelance or in a professional capacity within the 3D industry. My career over the past 20 years has been in Law Enforcement and Private Security, as such I worry that my age (38) and lack of industry experience may hinder me in getting my dream job. I have to hope that my portfolio will eventually speak for itself.

XC: Among your many AWESOME concepts, what stands out for you? Do you have favorites?

JF: My favorite thus far would be “Wee Thor” as he’s just so cute and the idea of him sitting on his hammer was a last minute change. I also like the hopeful look on his face. In addition, I am also fond of one of my latest fan art projects of Poe Dameron from Star Wars as it was my first attempt using Substance Painter for texturing.

XC: What other concepts do you want to create through ZBrush?

JF: I have a long list of ideas and characters that I’m sure I will eventually get to. I do love all things retro as a child of the 80’s. So I’m continually trying to find that perfect movie character that I can emulate.

XC: What advice can you give to aspiring artists?

JF: I would say firstly, be patient with the process, in the past I have been guilty of “rushing” parts of a project in a hurry to see that final render result. Take your time and love every part of it. 

Be inspired, the internet is now full of sites like Pinterest and Artstation, there is a sea of art out there for all styles, whether you’re a character artist or just specialize in environments etc.. There are tons of resources to get the creative juices flowing. Create a folder and get saving all the art you love and look at it often for that burst of inspiration.

Network with other artists, try not to spam message boards or groups with questions that can easily be answered by simply checking YouTube or google. Don’t just look for a quick fix.

Have goals, give yourself small but challenging goals, aim to get featured on Artstation, get a CG Award on CGsociety, or even get an entry onto 3DTotal.  Also, look for challenge groups on Facebook and on other forums, enter challenges even if you think you’re not good enough yet, the feedback alone will help you improve exponentially!

Above all else, have fun! Create and fulfill your passion!

You are a true inspiration Mr. Fraser! We wish you nothing but the best on your future endeavors!

Want to see more of Mr. Johnny Fraser’s works? Click here!

 



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