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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.

SPECIALIZED

CG TRAINING PROGRAM

Hollywood films, 3D animation, games, and TV commercials are not created with a single program.
Professional production in each field relies on multiple software tools and a structured workflow.
At SF Film School, our education goes beyond simply teaching software skills or creating source files.
Our curriculum is systematically designed so that even beginners and non-majors can start from the fundamentals and grow to a professional level through industry-focused, hands-on training.
Through foundational theory, an understanding of real-world production processes, and project-based training,
students ultimately produce high-quality results that meet industry standards.
SF Film School goes beyond training individuals

who can simply create. We cultivate artists who thrive in the professional field.

Maya
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SUBJECT PROGRAMS

MAYA 24 Week

3D COMPUTER ANIMATION / MODELING / SIMULATION / RENDERING SOFTWARE

Autodesk Maya is the industry standard for 3D production — the software behind character animation, visual effects, and environments in film, TV, and games worldwide.

At SFFS, Maya is the foundation of the pipeline. From modeling and rigging to lighting and rendering, you'll build the kind of fluency that studios expect from day one.

CURRICULUM

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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

Zbrush

SUBJECT PROGRAMS

ZBRUSH 20 Week

3D COMPUTER MODELING / SCULPTING SOFTWARE

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.

CURRICULUM

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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

SUBJECT PROGRAMS

​UNREAL ENGINE 8 Week

3D GAME PRODUCTION SOFTWARE

Unreal Engine has moved well beyond games — it's now one of the most powerful real-time tools in film, TV, and virtual production worldwide.

At SFFS, students learn Unreal as part of a modern production pipeline, developing the skills to build and render environments in real time. It's where the boundaries between games, film, and interactive media are blurring — and where the industry is heading.

CURRICULUM

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Asset

Scene & Lighting

Landscape

Cinematic

- Unreal basic interface and introduction

- Understanding the structure of      the material

- MST/Inst

- Get megascan data Nanite

- External Texture working

  Megascan PBR

- Cloud, Fog effect

- The overall process of asset

- Lighting and post-process

- Process of making a scene using

   the given asset

- Basic structure of Landscape

   Materials

- Painting

- Virtual texture

- Character asset

- Get animation data

- Interconnecting with Maya

   in real time

- Scene lighting and camera

- Cinematic editing / output

Unreal
Nuke

SUBJECT PROGRAMS

NUKE 12 Week

2D / 3D COMPOSITING SOFTWARE

Nuke is the compositing tool of choice at the world's top VFX studios — the software that takes every rendered element and turns them into a finished shot.

At SFFS, students learn Nuke as the final stage of the production pipeline, developing the eye and the technical precision to make CG and live-action footage feel like they were always in the same world.

CURRICULUM

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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

SUBJECT PROGRAMS

HOUDINI 24 Week

3D DYNAMIC SIMULATION SOFTWARE

Every explosion, flood, and collapsing building you've seen on screen was most likely built in Houdini.

The industry's most powerful tool for simulation and FX, Houdini handles everything from pyro and fluids to destruction and character effects — the kind of work that makes audiences forget they're watching something that was never real.

At SFFS, students learn Houdini as a core part of the FX pipeline, building the technical depth to create effects that hold up on the biggest screens in the world.

CURRICULUM

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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

Houdini
substance

SUBJECT PROGRAMS

SUBSTANCE PAINTER 8 Week

3D TEXTURING SOFTWARE

The difference between a 3D model that looks real and one that doesn't usually comes down to texturing — and Substance Painter is the industry's tool of choice for getting it right.

Working directly on the 3D surface, students apply materials, fine details, and weathering effects using a layer-based workflow built around real-time PBR rendering.

 

At SFFS, Substance Painter is taught as part of the full asset pipeline, seamlessly integrated with Maya and industry-standard renderers.

CURRICULUM

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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)

After Effects

SUBJECT PROGRAMS

AFTER EFFECTS 8 Week

2D MOTION GRAPHIC SOFTWARE

After Effects is where motion and storytelling meet — the industry standard for motion graphics, compositing, and visual effects in broadcast, advertising, and film post-production.

At SFFS, students learn After Effects as a practical finishing tool, developing the skills to animate, composite, and bring a final piece together in a way that's ready to be seen.

CURRICULUM

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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

CLASS START

2026. 04. 06. Mon.

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