
REGULAR PROGRAMS
CAMPUS / ONLINE
SF영화학교는 시각그래픽과 3D애니메이션 전문교육기관으로, 오랜 역사를 가진 한국 최고의 그래픽 교육기관입니다.
SFFS는 풍부한 실무 경험과 능력을 갖춘 숙련된 강사진을 구성하고 있습니다.
기술적인 면은 물론 예술적 기량까지 발전시킬 수 있습니다.
담당 강사는 언제든지 여러분의 질문에 답변하며 기술 발전을 극대화 하는데 도움을 줄 것입니다.
SFFS에서는 학생들이 취업할 때까지 데모 릴을 작업하며
담당 강사가 지속적으로 조언을 해주기 때문에 취업률이 높습니다.
SPECIALIZED
CG TRAINING PROGRAM
할리우드 영화와 TV 광고는 단 하나의 프로그램만으로 제작되지 않습니다.
SF 영화 학교의 교육은 단순히 마야를 다루는 것이 아니라 시각 효과와 사실적인 합성을 중시합니다.
REGULAR PROGRAMS
VISUAL EFFECTS
영화 제작에서 시각 효과(VFX)는 현실에는 존재하지 않는 화면상의 이미지를 창조하는 것을 말합니다. VFX를 통해 영화 제작자는 실사 촬영으로는 불가능하거나 비현실적인 환경, 사물, 생물, 심지어 사람까지 창조할 수 있습니다. 영화에서 VFX는 실사 영상과 컴퓨터 생성 이미지(CGI)를 결합하는 경우가 많습니다.
CURRICULUM



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 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
- 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
REGULAR PROGRAMS
3D ANIMATION
3D 애니메이션에서는 실제 물체처럼 물체를 움직이고 회전시킬 수 있습니다.
컴퓨터 애니메이션은 종종 2차원 모델을 3차원 환경으로 가져오기 위해 3D 애니메이션을 사용합니다.
3D 애니메이션은 게임, 마케팅, 의학 등 다양한 산업에서 사용됩니다.
CURRICULUM


- 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 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
REGULAR PROGRAMS
GAMES
게임 아티스트는 다양한 유형의 게임에서 비주얼 아트를 담당하는 아티스트입니다.
게임 아티스트는 게임 제작에 중요한 역할을 하며, 롤플레잉 게임, 카드 수집 게임, 비디오 게임에서 종종 활약합니다.
CURRICULUM




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
REGULAR PROGRAMS
3D MOTION GRAPHIC
3D 모션 그래픽은 애니메이션이나 디지털 영상을 결합한 것으로,
일반적으로 멀티미디어 프로젝트에서 오디오와 결합됩니다.
CURRICULUM




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
REGULAR PROGRAMS
FX
DYNAMICS AND SIMULATION
오늘날 대부분의 영화, TV 프로그램, 게임은 디지털 효과를 필요로 하기 때문에 FX 아티스트는 엔터테인먼트 업계에서 필수적인 존재입니다.
FX 아티스트는 연기, 불, 파괴, 물, 물체 충돌, 액체 시뮬레이션 등을 구현하는 역할을 합니다.
FX 아티스트의 목표는 관객이 컴퓨터로 생성되었다는 사실을 알아차리지 못할 정도로 완벽한 효과를 만들어내는 것입니다. 이를 위해 실제 현상에 대한 연구, 참고 영상 시청, 심지어 새로운 개발 도구 개발에 수많은 시간을 투자해야 합니다.
CURRICULUM



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
REGULAR PROGRAMS
REAL CHARACTER
가상 인플루언서나 메타버스 등 실제 사람 캐릭터 아티스트에 대한 수요는
꾸준히 증가하고 있습니다.
게임, 영화 등 모든 문화 산업에 대응할 수 있는 커리큘럼으로,
캐릭터 모델링 아티스트를 목표로 하는 많은 학생들이 이 과정을 선택합니다.
CURRICULUM




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
REGULAR PROGRAMS
ENVIRONMENT DESIGN
영화나 드라마 제작을 위한 가상 또는 사실적인 세트를 디지털 또는 전통 회화로 제작하는 과정입니다.
시대의 변화에 발맞춰 모든 산업 분야에 대응할 수 있는 커리큘럼으로,
진정한 시니어 아티스트를 목표로 많은 학생들이 이 과정을 선택합니다.
CURRICULUM


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
REGULAR PROGRAMS
3D COMPOSITE
3D 합성 과정은 가상의 디지털 이미지와 실제 이미지를 합성하여 마치 같은 공간에 자연스럽게 존재하는 것처럼 다양한 요 소를 만들어내는 과정입니다.
시대의 변화에 발맞춰 모든 산업 분야에 대응할 수 있는 커리큘럼으로,
진정한 시니어 아티스트를 목표로 많은 학생들이 이 과정을 선택합니다.
CURRICULUM



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
- 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