Post tutorial Report content RSS feed Shader-Based Beveling

Quickly produce rounded or chipped edges to be baked into normal maps for games.

Posted by Cryrid on Jun 24th, 2010
Basic Props Modelling.

This is a pretty straight-forward process. Instead of beveling your mesh to created rounded corners (its rare to find perfect 90' edges in real life), you can quickly slap on a Mental Ray Rounded_Corners shader, and bake the result into a normal map using rendermap. A bonus to this, aside from how quick it is to do, is that you can also use an image to drive the strength of the rounded_corners, which allows you to create warped and chipped edges extremely quick.

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J.D.* Apr 15 2011 says:

Very awesome technique, thanks! Took me awhile to find but 3ds Max has the Arch and Design Shader for Mental Ray with the option to fillet the edges. What a time saver.

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GreenBean May 24 2011 says:

Excellent, hard edges are a real give away as to the quality of anything digital, so this is a real bonus to game quality.

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