Does anyone know or have a guess as to how the BioWare made the clean beveled edges like in the attached photo? This is part of a texture from Mass Effect 2 and this smooth beveled edge has been a staple throughout the entire series, so they must have a process in Photoshop to create this, right?
I'm trying to do something similar and have explored all the beveling options I could find in PS with no luck of replicating what they've done here.
![masseffectbevel.jpg](http://img690.imageshack.us/img690/9964/masseffectbevel.jpg)
Any suggestions?
Thanks!
Replies
What!? All the good answers where taken already
The actually bevel just looks like another rounded square with a smaller setting for the roundness and a lighter color.
I was able to make this is photoshop pretty fast using only the tools in it.
I mean, it's rough around the edges, but overall it isn't too painful to do. And you can keep your shapes in PS rather than rasterize them, resize them and then use those shapes as selections to do strokes and selections for the gradients and cutting out grunge textures and all.
I'm much more comfortable with PS than I am 3dsMax (2012) because I've only been using Max for 3 months (PS about a year) and after Mystichobo's reply, I watched a couple other tutorials on baking:
Mr Frag's Baking Tutorial
Racer455's Baking Tutorial/
However, I'm still unsure on the pros/cons of choosing when to bake a texture versus just creating it in PS, like Shadownami92 has (kindly) done. I do understand that as I get into high poly modeling, it will be easier to RTT an AO layer to use as my base texture, in PS, but does it still make sense to use the baking workflow if I'm creating simple shapes, such as the example here?
Again, I really appreciate the help!
Then again it all comes down to what you're comfortable and confident in using. There's really no right or wrong
I'm unconvinced that anything outside of Photoshop is necessary.
EDIT: Also, it's easy to get those edge highlights without something like CrazyBump. Just duplicate all your shadowed layers or put your normal map on a new layer and then use whatever your AO layer is (be it baked AO or faked with stuff like Outer Glow) as the layer mask.
Then run Filter>Stylize>Glowing Edges... and desaturate the result.
Once that's done, set the highlighted edge layer to Screen and adjust the levels on the layer mask until only the stuff in the cracks disappears.