Can't you just put the bevel into the actual geometry, then? Modern computers shouldn't have any problems handling bevelled boxes.
Oh, I'm not so much concerned about performance as I am concerned about understanding the system. I could fully model the blocks and it'd likely be fine but when I get into more intense 3D projects I want to know what I can get away with
texture method in 3DSMax and it looked great until I brought it into Unity. I tried using some other tools and found one that worked for the shaders in Unity called xNormal.
xNormal is what I ended up using as well. It really does the job nicely but what a janky, weird interface. That's been frustrating. Their 3D viewer is all but useless to me.
Something else to keep in mind are the smoothing groups, I always make the low res models one smoothing group and let the normal map take over.
I think I tried this and the result was not sexy -- since I've got a very low-res hard-surface model to begin with. However, I'm wondering now if maybe I tried it in Max but never in Unity...