*look to camera 2 and smile*
- Build the model for smoothing: inserting edge loops or splitting where you want to keep definition, the closer the edges, the harder the definition.
- Use the "Bevel" Poly operation, it comes in handy if you're not planning on smoothing the entire model but just want rid yourself of some sharp corners.
- Use the "mia_roundcorners". Its a Mental Ray texture that's plugged into the bump slot of an mia_material. It's "radius" attribute acts like the "offset" attribute of a polygonal bevel operation. Test render away.
And something a tad more complex than a cube on a plane -_-. I used the "insert edge loop" cure in this one.