Rounded edge shader workflow
![Image](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfmJc8LK5ubgLVOJRG-8MWSfsWm9X28Oc6N7CFk3j_UVhF8FGobCbZeAel-guP5i7zD-XbPTNTUnw5MB1pvz5KN5TIftB7kYjInknvHg_Il0bBRyb58VDkHXpF9XjBVEARxqZ_eREv8ek/s1600/Workflow2.jpg)
Finally been playing around with Modo and getting some decent results! Here is what I think will revolutionize how we build normal maps for games FYI: This IS baked into a normal map for the final result Basically removes the need to have a typical Sub D mesh for clean beveling. You can essentially have the worst geo ever (booleans and ngons) and still get smooth results.