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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.

SPECIALIZED

CG TRAINING PROGRAM

Professional CG production doesn't happen in a single program. It happens across a carefully structured pipeline. At SFFS, that's exactly what we teach.

Our curriculum is built for anyone starting from zero, guiding students from core fundamentals through to production-ready work.

Theory, workflow, and hands-on projects are woven together so that by the end, your output meets the standard studios actually expect.

We're not here to teach you how to use software. We're here to make you someone the industry wants to hire.

VFX.png

VISUAL EFFECTS

In filmmaking, visual effects (VFX) is the creation of any on-screen imagery that does not exist in real life. VFX allows filmmakers to create environments, objects, creatures, and even people that would otherwise be impractical or impossible to film in a live-action shot. VFX in film frequently involves the integration of live-action footage with computer-generated imagery (CGI).

3DANIMATION2.png

3D ANIMATION

In 3D animation, objects can be moved and rotated as an object in the real life would. Computer animation often use 3D animation to bring two dimensional models into three dimensions environment. 3D animation is used in various industries such as gaming , marketing, and medicine.

GAMES.png

GAMES

A game artist is an artist who is in charge of visual art in multiple types of games. Game artists play a vital role in the game production and they are often credited in role-playing games, collectible card games, and video games.

Cho_Minji_-_The_pursuit_of_Carrot_edited_edited.png

An FX artist creates the visual effects in movies, TV shows and games. They are responsible for creating smoke, fire, destruction, water,

as well as smaller effects such as objects colliding or liquid simulations

in a glass.

FX DYNAMICS AND SIMULATION

3D MOTION.png

3D MOTION GRAPHIC

3D Motion Graphics are conjunctions of animations or a digital footage that are usually combined with audio for multimedia projects.

REALCHARACTER.png

REAL CHARACTER

The demand for real human character artists such as virtual influencers and metaverses is steadily increasing.

As a curriculum that can respond to all cultural industries such as games and movies, many students choose this course as they aim to become character modeling artists.

ENVIRONMENT.png

ENVIRONMENT DESIGN

The process of creating a virtual or photorealistic set for film or drama production with digital or traditional painting.

As a curriculum that can respond to all industries in line with the changes of the times, many students choose this course with the goal of becoming a true senior artist.

3D COMPOSITE.png

3D COMPOSITE

The 3D compositing process is a process of synthesizing a virtual digital with a live image to create various elements as if they belonged naturally to the same space.
As a curriculum that can respond to all industries in line with the changes of the times, many students choose this course with the goal of becoming a true senior artist.

VisualEffects

REGULAR PROGRAMS

VISUAL EFFECTS

Every creature, explosion, and impossible landscape you've seen on screen was built by a VFX artist.

This program teaches you how — from integrating CG elements with live-action footage to building full digital environments from scratch. You'll work with the same tools and pipelines used in professional productions, developing both the technical skills and the artistic eye that studios look for.

CURRICULUM

maya.png
chaos-v-ray.png

Basic & Modeling

UV

& Texture

Shading

& Lighting

Camera

& Render pass

Rigging

& Animation

- Interface

- Basic Shading

- Basic V-ray

- Basic Modeling Exerciese

- modeling Exercise

- UV Map

- V-ray Material

- Subdivision

- Textureing

- Basic Shading

- Basic Lighting 

- Textureing

- Physical Light

- IES

- 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

substancepaint_logo.png
substancepaint_logo2.png

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)

Foundry logo

Getting Started in Nuke

Compositing

& 3D in Nuke

Ediging

& Demo Reel Production

- The Nuke Interface

- Understanding Channels

  & Channel Nodes

- Keying with Primatte

- IBK 

- Keylight Keyers

- 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

- Digital camera-shooting

  & understanding

- Shooting HDRI for Lighting 

- 3D camera tracking 

- match moving 

- Final demo reel production

Zbrush_Logo.png
mari.png

Zbrush Basic l

Zbrush Basic ll

Zbrush Basic III

Creature design

& texture

Mari Basic

& Render

- 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

- 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

- 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

- 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

3D Animation

REGULAR PROGRAMS

3D ANIMATION

The characters you root for, the worlds you get lost in, the moments that make a film feel alive — that's the work of a 3D animator.

This program takes you from the fundamentals of movement and weight to full character animation, covering the principles that separate technically correct from genuinely believable. You'll build a portfolio that shows not just what you can do but how you make things feel.

CURRICULUM

maya.png
chaos-v-ray.png

- Interface

- Basic Shading

- Basic V-ray

- Basic Modeling Exerciese

- modeling Exercise

- UV Map

- V-ray Material

- Subdivision

- Textureing

- Basic Shading

- Basic Lighting 

- Textureing

- Physical Light

- IES

- 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

substancepaint_logo.png
substancepaint_logo2.png

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)

Zbrush_Logo.png
mari.png

Zbrush Basic l

Zbrush Basic ll

Zbrush Basic III

Creature design

& texture

Mari Basic

& Render

- 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

- 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

- 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

- 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

Basic & Modeling

UV

& Texture

Shading

& Lighting

Camera

& Render pass

Rigging

& Animation

CAREER PATH

Games

REGULAR PROGRAMS

GAMES

Every environment, character, and asset in a game was built by someone. That someone is a game artist.

This program focuses on the full production pipeline for games, from modeling and texturing to engine integration, using the tools and workflows that studios actually hire for. Whether you're drawn to characters, environments, or props, you'll graduate with a portfolio built to industry spec.

CURRICULUM

maya.png
chaos-v-ray.png
substancepaint_logo.png
substancepaint_logo2.png

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)

Zbrush_Logo.png
mari.png

Zbrush Basic l

Zbrush Basic ll

Zbrush Basic III

Creature design

& texture

Mari Basic

& Render

- 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

- 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

- 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

- 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

Basic & Modeling

UV

& Texture

Shading

& Lighting

Camera

& Render pass

Rigging

& Animation

- Interface

- Basic Shading

- Basic V-ray

- Basic Modeling Exerciese

- UV Map

- V-ray Material

- Subdivision

- Textureing

- modeling Exercise

- Basic Shading

- Basic Lighting 

- Textureing

- Physical Light

- IES

- 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

CAREER PATH

3D Motion Graphic

REGULAR PROGRAMS

3D MOTION GRAPHIC

Motion graphics are what make brands move, titles come alive, and ideas hit harder than words alone.

This program covers the full 3D motion pipeline, from concept and animation through to final compositing, with a focus on the commercial and broadcast work that's always in demand. You'll build a reel that works across advertising, film titles, and digital media.

CURRICULUM

maya.png
chaos-v-ray.png
substancepaint_logo.png
substancepaint_logo2.png

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)

Adobe After Effects_logo.png
Adobe  After Effects.png

Basic Effects

Motion Graphics

- Synthesis concepts and interfaces

- Understanding keyframe interpolation

- Brush Uses Time remap with Auto-trace 

- Text Animation and Compositing mode

- Blending mode

- Understanding Alpha and Lumamat

- Understanding animation and 3D layers using camera layers

- 3d animation using Element3d and camera tracking

- Synthesis concepts and interfaces

- Understanding of Blue Screen Screenshots

- tracking work

- Using the concept of tracking and tracking of the 2D synthesis tool

- Sound Matching Using Expressions

- motion using strokes

- Title creation using gradient wipes

- Final Impact with Universe

- Key light and steady mood

Basic & Modeling

UV

& Texture

Shading

& Lighting

Camera

& Render pass

Rigging

& Animation

- Interface

- Basic Shading

- Basic V-ray

- Basic Modeling Exerciese

- UV Map

- V-ray Material

- Subdivision

- Textureing

- modeling Exercise

- Basic Shading

- Basic Lighting 

- Textureing

- Physical Light

- IES

- 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

CAREER PATH

FX

REGULAR PROGRAMS

FX

DYNAMICS AND SIMULATION

The best FX work is the kind no one notices — fire that actually burns, water that actually flows, destruction that makes you flinch.

This program trains you in Houdini-based simulation across the full spectrum of effects: fluids, pyro, rigid body destruction, and more. You'll learn not just how to operate the tools, but how to observe and recreate the real-world physics that make digital effects believable.

CURRICULUM

maya.png
chaos-v-ray.png
substancepaint_logo.png
substancepaint_logo2.png

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)

houdini.png

Beginning Level Ⅰ

Beginning Level Ⅱ

Intermediate Level Ⅰ

- Introduction to Houdini

- Houdini interface

- Application of environment variables

  to modeling and rendering

- Understand the Procedural Workflow

- Procedural Workflow Walkthrough

- objects and relationships

- Understanding the directory structure

- Advanced copy sop, stamp()

- Channel Animation & Camera, Lighting

- Normal, Vector, Velocity

- Foreach, Pops, Hops

- Rayemit, Light, Rendering

- Proxy LOC, Point, Curve Rendring

- Shader development

- Expression and Displacement shaders

- Basic POPS

- Sprite, Dust fog shader development

- Water Surface

- WHITECAPS Particle Rendering

- Reflection Shade

- Houdini Ocean Toolkit

- SOP Emitter

Intermediate Level Ⅱ

Advanced Level Ⅰ

Advanced Level Ⅱ

- VOPS & VEX Programming

- Why VEX?

- ContextSOP, ContextSURF,

  ContextDISP, ContextPOP

- ContextCHOP ,ContextFOG, ContectLIGHT

- ContextI3D, ContextSHADOW, VEX Progaming

- Volume Dynamic

- Emitter Setup,   Volume Fluid Object Setup

- Volume Fluid Solver, Volume Fluid UPRES

- Destruction

- Fault Modeling 

- Advanced Destruction

- Advanced Fault Destruction 

- Fault DestructionC Dynamic

- Introduction Asset

- Making Foam Using SOP Solver

- CWGLOBALS.OTL

- CWUVCUT.OTL

- CWWHITECAPS.OTL

- CWWHITECAPSDOPSIM

- Making Tools Using OTL

Basic & Modeling

UV

& Texture

Shading

& Lighting

Camera

& Render pass

Rigging

& Animation

- Interface

- Basic Shading

- Basic V-ray

- Basic Modeling Exerciese

- UV Map

- V-ray Material

- Subdivision

- Textureing

- modeling Exercise

- Basic Shading

- Basic Lighting 

- Textureing

- Physical Light

- IES

- 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

CAREER PATH

Real Character

REGULAR PROGRAMS

REAL CHARACTER

Hyperrealistic digital humans are now a core part of film, games, and commercial production and the artists who can build them are among the most sought-after in the industry.

This program focuses on the craft of creating believable human characters from the ground up: anatomy, sculpting, texturing, and look development. You'll develop the eye and the technical precision it takes to make a digital face feel real.

CURRICULUM

maya.png
chaos-v-ray.png
substancepaint_logo.png
substancepaint_logo2.png

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)

Zbrush_Logo.png
mari.png

Zbrush Basic l

Zbrush Basic ll

Zbrush Basic III

Creature design

& texture

Mari Basic

& Render

- 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

- 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

- 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

- 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

Basic & Modeling

UV

& Texture

Shading

& Lighting

Camera

& Render pass

Rigging

& Animation

- Interface

- Basic Shading

- Basic V-ray

- Basic Modeling Exerciese

- UV Map

- V-ray Material

- Subdivision

- Textureing

- modeling Exercise

- Basic Shading

- Basic Lighting 

- Textureing

- Physical Light

- IES

- 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

CAREER PATH

ENVIRONMENT

REGULAR PROGRAMS

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

maya.png
chaos-v-ray.png
substancepaint_logo.png
substancepaint_logo2.png

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)

Zbrush_Logo.png
mari.png

Zbrush Basic l

Zbrush Basic ll

Zbrush Basic III

Creature design

& texture

Mari Basic

& Render

- 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

- 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

- 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

- 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

Foundry logo

Getting Started in Nuke

Compositing

& 3D in Nuke

Ediging

& Demo Reel Production

- The Nuke Interface

- Understanding Channels

  & Channel Nodes

- Keying with Primatte

- IBK 

- Keylight Keyers

- 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

- Digital camera-shooting

  & understanding

- Shooting HDRI for Lighting 

- 3D camera tracking 

- match moving 

- Final demo reel production

Basic & Modeling

UV

& Texture

Shading

& Lighting

Camera

& Render pass

Rigging

& Animation

- Interface

- Basic Shading

- Basic V-ray

- Basic Modeling Exerciese

- UV Map

- V-ray Material

- Subdivision

- Textureing

- modeling Exercise

- Basic Shading

- Basic Lighting 

- Textureing

- Physical Light

- IES

- 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

CAREER PATH

3D Composite

REGULAR PROGRAMS

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

substancepaint_logo.png
substancepaint_logo2.png

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)

Foundry logo

Getting Started in Nuke

Compositing

& 3D in Nuke

Ediging

& Demo Reel Production

- The Nuke Interface

- Understanding Channels

  & Channel Nodes

- Keying with Primatte

- IBK 

- Keylight Keyers

- 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

- Digital camera-shooting

  & understanding

- Shooting HDRI for Lighting 

- 3D camera tracking 

- match moving 

- Final demo reel production

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- UV Map

- V-ray Material

- Subdivision

- Textureing

- Basic Shading

- Basic Lighting 

- Textureing

- Physical Light

- IES

- 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

- Interface

- Basic Shading

- Basic V-ray

- Basic Modeling Exerciese

- modeling Exercise

Basic & Modeling

UV

& Texture

Shading

& Lighting

Camera

& Render pass

Rigging

& Animation

CAREER PATH

CLASS START

2026. 04. 06. Mon.

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