
SUBJECT PROGRAMS
CAMPUS / ONLINE
SFFS Subject Programs are designed for students who want to go deeper into a specific area of CG, VFX, 3D animation, games, or commercial video production.
Each course provides intensive, focused training in a core discipline — modeling, rendering and lighting, animation, compositing, or FX — led by instructors with hands-on industry experience.
These programs allow students to build on their existing foundation, sharpen their portfolio in their chosen field, and prepare for a specialized career in the global VFX industry.
Students are grouped by level — those at different stages of progress are taught separately.
ZBRUSH

ZBrush is where characters come to life —
the industry's go-to tool for high-detail sculpting,
from creature design and anatomy to props and surface texturing.
At SFFS, ZBrush is taught as part of a complete character pipeline,
giving students the technical control and creative freedom to build work that holds up at production level.
Duration
5
Months
Class Capacity
8 ~ 12
Class Hours
2
H
Including Breaks

ZBrush Basic & Head Sculpting
<Getting Started with ZBrush>
Learn ZBrush basics including DynaMesh, SubTools, Masks, and Polygroups, and sculpt forms using various brushes. Understand human anatomy and sculpt facial features such as the eyes, nose, and mouth.
ZBrush Basics → Anatomy → Head Sculpting

Detail & Retopology
<Adding Details & Building Production-Ready Models>
Use Alpha Brushes and Displacement to create skin, wrinkles, and surface details, and learn shape creation with Boolean tools. Refine complex sculpts into production-ready models through Retopology and UVs.
Detail → Retopology → UV

Costume & Prop
<Creating Character Clothing & Props>
Use ZBrush Dynamic and ZModeler to create clothing and props, then add decorative and surface details with IMM Brushes and MicroMesh.
Clothing → Accessories → Props

Creature Sculpting
<Designing & Sculpting Creatures>
Design creature forms and structures based on human and animal anatomy, then sculpt details such as muscles, skin, and textures. Complete the creature with Retopology to create a production-ready model.
Design → Anatomy → Creature Sculpting

Texture & Rendering
<Bringing Characters to Life with Textures>
Use Substance 3D Painter to create character colors, materials, and skin textures, adding realistic details with scan data. Apply Normal and Displacement Maps, then complete the final render in Maya.
Texture → Material → Final Render

