ModelingBlockout
I began the model in ZBrush, blocking everything out with DynaMesh spheres and basic shapes. As I was unable to start with a base mesh, this allowed me to establish the general proportions and feel before refining and tweaking it further. When creating Breakfast, I knew the mouth would have to open, so I blocked out the top and bottom of the mouth separately before DynaMeshing them together. Once the body was created and DynaMeshed together, I ZRemeshed it to ensure I had relatively clean topology to sculpt on before creating a layer and moving the mouth closed on it, allowing me to work on both views of her.
The clothing was originally blocked out by extracting meshes from masks on the main body and using different tools to move them into place and ensure they would have a good silhouette to follow when I moved to Marvelous Designer to start the outfit.
Outside of using simple shapes in ZBrush to get a general feel for the props, I moved to Maya 2025 to start working on some of the hard-surface props, such as the backpack and her cooking utensils. This blockout was overall quite quick, as I was lucky that Ana Fedina included multiple images of Breakfast along with all her props, and even different variations of them, from different angles and views.
Marvelous Designer
When my mentor and I were satisfied with the feel of Breakfast, we moved to Marvelous Designer to start doing some clothing simulations and getting an outfit ready for her, using the blockout I made as our main reference.
This was my first time using Marvelous Designer on a non-human character, which definitely brought a unique set of challenges I didn’t fully foresee. The primary challenge was having to work around her tail and legs, as traditional clothing patterns didn’t work and had to be modified to accommodate her. I also came to the realization that some parts of the outfit, such as the inner skirt, would have to be made in different software to make them match the concept.

Dining and Cooking