REGULAR PROGRAMS
CAMPUS / ONLINE
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.
CAMPUS/ONLINE
SPECIALIZED CG TRAINING PROGRAM
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
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).
CURRICULUM
Basic & Modeling
- Interface
- Basic Shading
- Basic V-ray
- Basic Modeling Exerciese
- modeling Exercise
UV & Texture
- UV Map
- V-ray Material
- Subdivision
- Textureing
Shading & Lighting
- Basic Shading
- Basic Lighting
- Textureing
- Physical Light
- IES
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
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
CAREER PATH
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.
CURRICULUM
Basic & Modeling
- Interface
- Basic Shading
- Basic V-ray
- Basic Modeling Exerciese
- modeling Exercise
UV & Texture
- UV Map
- V-ray Material
- Subdivision
- Textureing
Shading & Lighting
- Basic Shading
- Basic Lighting
- Textureing
- Physical Light
- IES
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
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
CAREER PATH
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.
CURRICULUM
Basic & Modeling
- Interface
- Basic Shading
- Basic V-ray
- Basic Modeling Exerciese
- modeling Exercise
UV & Texture
- UV Map
- V-ray Material
- Subdivision
- Textureing
Shading & Lighting
- Basic Shading
- Basic Lighting
- Textureing
- Physical Light
- IES
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
CAREER PATH
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
3D MOTION GRAPHIC
3D Motion Graphics are conjunctions of animations or a digital footage that are usually combined with audio for multimedia projects.
CURRICULUM
Basic & Modeling
- Interface
- Basic Shading
- Basic V-ray
- Basic Modeling Exerciese
- modeling Exercise
UV & Texture
- UV Map
- V-ray Material
- Subdivision
- Textureing
Shading & Lighting
- Basic Shading
- Basic Lighting
- Textureing
- Physical Light
- IES
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
Basic Effects
- 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
Motion Graphics
- 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
CAREER PATH
FX
DYNAMICS AND SIMULATION
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.
The goal of an FX artist is to create seamless effects so the audience does not realize that they are computer-generated. This can take countless hours of research into real-life phenomena, watching reference videos, and even building new developing tools. FX artists are essential in today’s entertainment business as most films, TV shows and games require digital effects.
CURRICULUM
Basic & Modeling
- Interface
- Basic Shading
- Basic V-ray
- Basic Modeling Exerciese
- modeling Exercise
UV & Texture
- UV Map
- V-ray Material
- Subdivision
- Textureing
Shading & Lighting
- Basic Shading
- Basic Lighting
- Textureing
- Physical Light
- IES
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
Beginning Level Ⅰ
- Introduction to Houdini
- Houdini interface
- Application of environment variables to modeling and rendering
- Understand the Procedural Workflow
- Procedural Workflow Walkthrough
Beginning Level Ⅱ
- 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
Intermediate Level Ⅰ
- 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
- VOPS & VEX Programming
- Why VEX?
- CONTEXTSOP, CONTEXTSURF, CONTEXTDISP, CONTEXTPOP
- CONTEXTCHOP ,CONTEXTFOG, CONTECTLIGHT
- CONTEXTI3D, CONTEXTSHADOW, VEX PROGRAMMING
Advanced Level Ⅰ
- Destruction
- FAULT MODELING
- ADVANCED DESTRUCTION
- ADVANCED FAULT DESTRUCTION
- FAULT DESTRUCTION DYNAMIC
- Volume Dynamic
- VOLUME DYNAMIC EMITTER SETUP, VOLUME FLUID OBJECT SETUP
Advanced Level Ⅱ
- Introduction Asset
- Making Foam Using SOP Solver
- CWGLOBALS.OTL
- CWUVCUT.OTL
- CWWHITECAPS.OTL
- CWWHITECAPSDOPSIM
- Making Tools Using OTL
- VOLUME FLUID SOLVER, VOLUME FLUID UPRES
CAREER PATH
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.
CURRICULUM
Interface& Basic
- Basic Modeling Exerciese
- Hard Surface Modeling
Modeling & UV
Shading & Lighting
- UV Map
- Curve Modeling
Rigging & Animation
- Basic Rigging
- Basic Animation
- Constrain
- Set Driven
- Basic Shading
- Basic Lighting
- Textureing
- Physical Light
- IES
- Motin path
- Key animation
- Expression
- Motion Capture
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
CAREER PATH
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.
CURRICULUM
Interface& Basic
- Basic Modeling Exerciese
- Hard Surface Modeling
Modeling & UV
Shading & Lighting
- UV Map
- Curve Modeling
Rigging & Animation
- Basic Rigging
- Basic Animation
- Constrain
- Set Driven
- Basic Shading
- Basic Lighting
- Textureing
- Physical Light
- IES
- Motin path
- Key animation
- Expression
- Motion Capture
CAREER PATH
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.
CURRICULUM
Interface& Basic
- Basic Modeling Exerciese
- Hard Surface Modeling
Modeling & UV
Shading & Lighting
- UV Map
- Curve Modeling
Rigging & Animation
- Basic Rigging
- Basic Animation
- Constrain
- Set Driven
- Basic Shading
- Basic Lighting
- Textureing
- Physical Light
- IES
- Motin path
- Key animation
- Expression
- Motion Capture
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
PORTFOLIO
SF Film School instructors continuously work hard to produce the best VFX artists.
These are the demo reels of SF Film School students, who are future leaders in the industry.
All the works from SF Film school students are created individually.
Most of them never used any 3D development software before they entered our school, but by following our education guideline, they could bring their vision into real life.