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MACROGRAPH

Macrograph is a leading VFX studio in South Korea, specializing in high-quality visual effects production for films, dramas, commercials, and digital content.
With expertise across the entire VFX pipeline, including modeling, texturing, animation, lighting, rendering, and compositing, Macrograph creates digital environments and visual effects that bring complex and imaginative scenes to life. Through advanced technology and creative production capabilities, the studio delivers immersive and high-quality visual experiences for various media projects.

Interview with Myunghwan Jung


Hello. My name is Myunghwan Jung, and I completed the VFX Professional Program at SF Film School.

I had always dreamed of working in the film industry, and while researching different career paths, I discovered the field of VFX. The idea of being able to create entirely new worlds and characters fascinated me. Realizing that all of this could be accomplished with nothing more than a computer inspired me to challenge myself and pursue this career.

Since I was starting at a relatively late age, I spent a great deal of time wondering how to begin. I even enrolled at another academy for about a month before discovering SF Film School. Once I learned more about the program, I became convinced that it was the right place for me.

My first experience was sculpting, which was completely new to me. Surprisingly, it reminded me of making clay models in elementary school art class, so I found the process both enjoyable and familiar. The character I chose was Watto, the merchant from Star Wars. Anyone who has seen the films will probably remember him immediately.

At first, I thought I was doing well as I built the base mesh and adjusted the proportions. Then, halfway through the project, the studio manager honestly pointed out that the proportions were completely wrong. With no choice but to start over from the beginning, I spent the entire Lunar New Year holiday sitting alone in my apartment, sculpting Watto from morning until night. As a result, even students who didn't know me personally eventually became familiar with my Watto model!

Once I began learning 3D production in earnest, I experienced a great deal of frustration. Unlike many of my classmates, I didn't even know how to use Photoshop. Having graduated with a degree in law, I had virtually no background in graphics software, so every part of 3D production felt incredibly difficult. Fortunately, I wasn't the only beginner in the class, which gave me a little comfort. More importantly, my instructors patiently explained everything step by step, allowing me to gradually build my skills.

One day I happened to watch the opening cinematic of the game Armored Core, and I was completely amazed by its quality. Although I never imagined attempting something similar myself, one of my instructors encouraged me to try. I had very little confidence, but perhaps because I didn't fully understand how difficult it would be, I accepted the challenge.

As expected, the real difficulties began as soon as I started modeling. I had no idea how to organize edge flow, when to apply smoothing, or where bevels should be used. I simply kept adding geometry wherever I thought it looked right. Before long, I had created an unbelievably dense mesh with far too many edges. Later, this became a serious problem—my computer constantly crashed, and I was forced to stop working until I could recover the project.

If there's one piece of advice I'd give to anyone learning modeling, it's this: ask your instructors and classmates for feedback whenever you can, and always think ahead before adding unnecessary geometry. In my case, I was modeling a mechanical subject with many separate parts, which made the situation even more challenging.

Texturing presented another obstacle because I had almost no Photoshop experience. I had to rely on friends, older students, and family members for help while learning on my own. Although I spent nearly a month struggling through trial and error, those experiences eventually became some of the most valuable lessons in my development.

After a long journey filled with challenges, self-doubt, and countless revisions, I finally completed my portfolio. Submitting it to the school was both rewarding and bittersweet. While I had certainly improved my technical skills, what I appreciated most was the friendships and unforgettable memories I gained along the way.

To be honest, I finished my portfolio a little too quickly because I was mentally exhausted by the end of the process. Looking back, I still regret not spending more time on the animation, and it's something I wish I could improve even today.

I am now working at Macro Graph, where I've come to realize how much more there is to learn. Watching the work of experienced artists reminds me every day that I still have a long way to go, and it motivates me to continue improving.

I truly believe that outstanding work is eventually recognized and rewarded. The process can be difficult, exhausting, and sometimes frustrating, but don't give up. Keep pushing yourself to create the best work you possibly can.

Finally, I'd like to thank everyone who worked alongside me, as well as the instructors and staff at SF Film School for creating such a supportive, family-like learning environment. Those days have become some of my most treasured memories, and I'm sure I'll always look back on them with gratitude.

Thank you, everyone, and I wish you all the very best. Fighting!



Artwork by Myunghwan Jung

Myunghwan Jung

CG COORDINATOR

CLASS START

2026. 08. 10. Mon.

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