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Regular Program

SF Film School is a professional educational institution for visual graphics and 3D animation, the best graphic institution in South Korea with a long history.

You will smoothly progress in artistic skill and develop in a technical way by learning from our  skilled instructors who have a lot of practical experience and ability.The instructor in charge of you will answer your questions at anytime to maximize your skill progression.Our students have a high percentage of employment because the instructor in charge of them continuously advises them while working on their demo reels until they get employed.



Hollywood movies and TV commercials are not made by just using one program. SF Film School education is not just centered around Maya but around visual effects and realistic compositing.


Regular Courses



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).



Basic & Modeling

- Interface

- Basic Shading

- Basic V-ray

- Basic Modeling Exerciese

- modeling Exercise

UV & Texture

- UV Map

- V-ray Material

- Subdivision

- Textureing

- Substance Painter

Shading & Lighting

- Basic Shading

- Basic Lighting 

- Textureing

- Physical Light


Camera & Render pass

- Basic Camera

- Using 3D Camera

- Basic Render pass

- Render pass Setting

- Compositing

Rigging & Animation

- Basic Rigging

- Basic Animation

- Constrain

- Set Driven

- Motin path

- Key animation

- Expression

- Motion Capture

Foundry logo

Getting Started in Nuke

- The Nuke Interface

- Understanding Channels & Channel Nodes

- Keying with Primatte

- IBK 

- Keylight Keyers

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 

Ediging & Demo Reel Production

- Digital camera-shooting & understanding

- Shooting HDRI for Lighting 

- 3D camera tracking 

- match moving 

- Final demo reel production

- Cable removal


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

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

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

Creature design & texture

- 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

Mari Basic & Render

- 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