I started out with making just a simple cube and throwing it into a lattice to deform it a bit, then added more divisions and subdivided it to make it kind of look like a rounded small loaf, after that I went about sorting out my personal favourite thing to always do, the UV’s, as the actual shape for this object isn’t very complicated.

The mesh isn’t overly complicated so I went about cutting out the bottom of the bread loaf and then making two separate UV shells; one for the top and one for the bottom.
Now I’ve got a bread loaf texture for the outside, but it’s very flat and low poly and kind of looks a lot like some bread from Skyrim or a different game for the early 2010’s.

This bread is looking both really dark and really flat, so I upped both the exposure on the texture and also added a bumpmap, originally the bumpmap and displacement shader were set to super high and made the mesh freak out, but after some tweaking it was actually starting to look like real bread.
In the middle of the bread there’s meant to be a divet and while there is a bit of one due to the bump and displacement, this needed to be way more. I used both a combination of the lift surface and grab mesh sculpting tools and pulled around the triangular portions of the texture to raise the crusts of the bread and give some small dips and raised edges to make it a more organic shape.

After this it was time to make a cut in the bread, This was done by just simply taking a cube and giving it some divisions, then using a difference boolean to make a cut through the bread, after this I separated the UV of the new exposed area of the bread and gave it a new texture, as it would have the look of the inner actual bread as opposed to the crust.

Originally the mesh of the inner part of the bread was a complete mess due to me using the boolean and cutting right around a raised portion of where I’d been sculpting a lot. This just meant more work but also getting a bit more familiar with using the grab tool and both moving around UV Shells to fit textures and also relaxing vertexes to fit the actual texture and not be so circular and ugly around the edges of the mesh. This took a while but managed to get a result I both liked and got me more familiar with the UV Tools so at the end of the day was more a happy accident.
After doing this I made a slice of the bread which wasn’t very hard considering it was just using the same tools as before, I duplicated the loaf and then cut into it using another boolean on the other side, then moved the second piece over and rotated it to be on it’s side. I then went about redoing the UV’s on this side as while it was nearly the same, the Geometry was slightly different and the UV’s needed to be re straightened and moved around to fit the mesh, as in the second image you can see that the top half of the bread has some white where the UV’s weren’t properly straightened.
Next I built a very simple plate for the bread to sit on and gave it a wood texture, and gave it some small divets just by adding some edge loops and changing the Y positions and extruding.

I then tried adding a displacement shader to the plate just to get a very small amount of organic geometry and came out with this result.

Seems like the displacement shader may be just a bit too strong, so i took it down a couple of octaves and tried again.
This looked a lot better, so I upped the subdivisions on render as it was the only thing in the scene and put a spotlight on it to see how it would look with some proper lighting. I also messed around a bit with getting the displacement and bump to a point where I didn’t think it would be too rough with the air pockets in the bread slice texture.
Now something I did that was fine at the time of it being in a small contained scene was putting subdivisions on render on. This caused many problems the second I took it back into my table scene as while it was fine on just moving things around, Rendering became an extremely painful and long thing to do and I couldn’t figure out why as I’d forgotten what I had done with subdivisions.

I was able to get a single low quality render after over half an hour of rendering with difficulty but upon trying to save this render, Maya would crash repeatedly. This was because I had forgotten about the subdivisions and was subdividing the bread over 5 times, resulting in millions of Polygons. I fixed this and then went about making two renders of the final finished bread model with the plate.