*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.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0A4usNuqIaa5lj3auPJzu49oaKf6Q97onlhhfxVZQK2bwUcRa4v1SofbFBtRyqinibuU5BNOR4Aa0Nj06mM5H-Qz96L2vLNNQCwCZeXZkHx8bmm7FeNEjlL20KnNFGdgGg1iAT81usk8/s200/instertedEdgeLoops.jpg)
- 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.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxtfCrR8kcP5PzTOe7hFXVmJWkXdquQg8_cPTuIaGncWPHGP46dWDdWu2FKBAvecZAPGuQyqAYvSTUUeAn1supxc21EImFNEgFuMmp8G722-gFl7aI5nn94_pDJX70uOaGkG41pXyE4iY/s200/bevel.jpg)
- 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.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6NmgJKsRoD_X9yuboKRR0LvoTrhoTJo8spiTEIyM_fQi3wam0_BxOFyfgJOqGq3TU7S5HRexLNC3oEU7AfK5Sogjb4XfQHsm7VnHIih9gDoqSt6oSn-x5391ckg0zmQtNeAPEoHZCO9w/s320/bevelComp2.jpg)
And something a tad more complex than a cube on a plane -_-. I used the "insert edge loop" cure in this one.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgO8sOpxL-hTtZGCU5S2NsOHyzqDeABGJ9IizpH3A-If0VaE8uLangicIxFP7ffdvtkuCUcACZfH77PGTgdo8m8gl0qRTbRLy5ZHs50ldB65OOrIotBRESb-uF-Kh3BiFe9L93rdFzBU24/s320/bevelComparison.jpg)