Modeling for Unreal

If you’re using 3DS Max, I’d recommend experimenting with the Edit Normals modifier. I’m finding that it’s effective for getting edge chamfers a nice, rounded look without using any extra polys. (Simply using smooth groups doesn’t quite get the same effect, since the larger surface also appears to be curved and looses its “flatness” in the shading.)

I’m not sure what the Maya equivalent is.