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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.

ENVIRONMENT DESIGN

Every world you've seen on screen, whether a war-torn city, an alien landscape,

or a period-accurate street, was designed and built by an environment artist.

This program covers the full process of creating digital sets and environments for film and production:

concept, modeling, texturing, and lighting.

You'll develop the eye for scale, detail, and atmosphere that separates a convincing world from a forgettable backdrop.

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

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Zbrush Basic l

- Basics of Zbrush
- Understanding Dynamesh and Divide
- Concept of sub tool / use of transpose
- How to use a mask / Designate a polygroup using select
- Type of brush / Sculpting technique
- Basic mesh creation method
- Basic anatomy required for head sculpting
- head sculpting

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Zbrush Basic ll

- Create custom alpha brushes / use vector displacement brushes
- Split and merge / Boolean
- Concept of Retopology / Introduction to Geomesher
- How to work with retopology
- Introduction to the concept of UV
- How to work with UV
- Utilization of layer / Morph target and Morph brush / Creating noise with surface function
- How to detail

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Zbrush Basic III

- How to use Zbrush dynamics
- How to make basic clothes
- How to use ZModeler
- Props production using ZModeler
- Concept and production of ornaments
- Jewelry making using IMM brush
- How to make armor
- Deformation using micromesh

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Creature design& texture

Mari Basic& Render

- Creature design and basic anatomy explanation
- Creature of the appearance of the creature character
- Creature character's skeleton and muscle description
- Creature character's leather and skin description
- Creature character retopology
- Describe the texture of the creature character
- Props and accessories required for creature characters
- Creature character finish

- Basics of Mari
- Concept of Mari Layers / Using Masks
- Concept and application of Mari correction layer
/ How to use procedural layer
- Concept and application of Mari channel
/ How to use materials
- Concept of scan data and how to use it
- Apply scan data
- Understanding and creating normal maps and displacement maps
- Render in Maya

CAREER PATH

CLASS START

2026. 06. 08. Mon.

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