@mangax, thanks for a great question! Archimatix cannot currently bevel a mesh after the fact as in the example you provided, but that is certainly possible for a future release. Currently this is as close as we can come to your example: I just realized that I did not make in inner square void rounded, but this is possible as well (see last image below). For the concave notch in external corner the L-shape, it is also sharp. Rounding that would not be as easy as rounding the inner square, but also possible in the current version of archimatix. The shape offset algorithm I am using is fast but for now does not round concave right angles. I would like to add a better rounding of 2d Shapes, but this will not be in the first release. Here we are manipulating the inner square in realtime and playing with the segment counts on the Shape generators: As a note, Archimatix is not a "solid modeler", meaning that it can't, for instance, subtract a sphere from a cube. I do not currently have that in my road map, but the system is also extensible. Coders with expertise in solid geometry could create a solid boolean plugin for archimatix and sell it on the asset store, in which case it would show up in the menu as a new kind of palette. The reason Archimatix does not yet dip into solid modeling (something external 3D modelers do very well) is that its goal is to provide a tool for architectural settings rather than objects that are sculpted or molded such as characters or machine parts like guns and cars. Architectural typologies are not served well in Max, Maya or C4D (though they are in complex packages like Revit or AutoCad). Architecture is characterized by rhythm, proportion, repetition and material planes such as walls, floors and glass enclosures that come together to form spatial environments for characters to play in. Although it could be used for architectural visualization, Archimatix is about game level design that is more architectural than what one might see in the early level editors in the Unreal engine, where one was always sort of carving a cave out of a huge solid world. Set designers in film and theater often come from an architectural background because they have developed an ability to give the audience a sense of architectural space. In the Archimatix versions of your example above, there are more triangles in the quarter sphere of the top and bottom corner bevels. However, we do gain some nice "architectural" texturing with this. As for texturing in the example above, we see that the horizontal polygon has a different uv mapping than the walls, i.e., there is a seam between the floor and the walls. Usually in architecture vertical and horizontal surfaces have different materials with and "edging" or molding defining the transition between the two. For example, if we "architecturalized" your example, we might get something like this: This architecturalized model has 16 palettes in the node graph. Once those palettes have been rigged up, you can save your new parametric model to the library and stamp out dozens of variations of the theme with no tow being exactly alike.