Baking MODO's Rounded Edge Shader for Substance Painter
Baking MODO's Rounded Edge shader to a Normal Map for Substance Painter
MODO's rounded edge material setting will create the illusion of a smooth, beveled edge at render time. It provides a quick way to produce hardsurface geometry without having to actually model complicated topology and is ideal for concept and design work.
You can bake the rendered result to a normal map that you can use in Substance Painter. Since you can use Mikk Tangent Basis in MODO to bake the normal and Substance Painter uses MikkT by default, you get a perfectly synced workflow.
In the following video, I will walkthrough the entire process of setting vertex normals and mikkT, baking, exporting and setting up the Substance Painter project.