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REGULAR PROGRAMS

CAMPUS / ONLINE

SFFS's regular program takes students from the fundamentals of CG, VFX, 3D animation, games, and commercial production all the way through to a professional-level portfolio — and a job.

Led by experienced instructors, the curriculum balances artistic creativity with technical precision, built around the same production environments and workflows used in the industry. From concept development to final compositing, students move through the full pipeline rather than learning tools in isolation.

Every student is taught at their own level. Progress is individual, and instruction follows.

3D COMPOSITE

Compositing is the invisible craft — the art of making CG and live-action footage feel like they were always in the same world.

This program covers the full compositing pipeline in Nuke,

from keying and rotoscoping to multi-pass CG integration and camera tracking.

You'll learn to see what's off and fix it. It's the skill that keeps a shot from falling apart in the final cut.

CURRICULUM

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BASIC & MODELING

- Interface
- Basic Shading
- Basic V-ray
- Basic Modeling Exerciese
- modeling Exercise

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UV & TEXTURE

- UV Map
- V-ray Material
- Subdivision
- Textureing

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SHADING & LIGHTING

- Basic Shading
- Basic Lighting
- Textureing
- Physical Light
- IES

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CAMERA & RENDERPASS

RIGGING & ANIMATION

- Basic Camera
- Using 3D Camera
- Basic Render pass
- Render pass Setting
- Compositing

- Basic Rigging
- Basic Animation
- Constrain
- Set Driven
- Motin path
- Key animation
- Expression
- Motion Capture

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Tool Basics

UV & TEXTURE

Texture Creation

Export & Pipeline Integration

- Understanding the UI and project settings
- Understanding the viewport, layers, and material panel
- Concept of the PBR workflow

- UV layout and mapping optimization
- Basic normal and ambient occlusion baking
​(Baking affects the quality of the final texturing result)

- Smart materials and masks
- Layer-based painting
- Adding details
​(scratches, roughness, metallic adjustments)

- Exporting texture maps
- Applying textures in Maya, renderers, or game engines
​(Project-based practice included)

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Getting Started in Nuke

- The Nuke Interface
- Understanding Channels & Channel Nodes
- Keying with Primatte
- IBK
- Keylight Keyers

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Compositing & 3D in Nuke

- Multi-pass CGI
- Multi-pass CG and Live-action footage Compositing
- 3D basics in Nuke
- Camera projection and displacement mapping
- Import camera tracking data
- Rig
- Cable removal

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Ediging & Demo Reel Prod.

- Digital camera-shooting & understanding
- Shooting HDRI for Lighting
- 3D camera tracking
- match moving
- Final demo reel production

CAREER PATH

CLASS START

2026. 06. 08. Mon.

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