Hey ZBrusher’s!
I have a (potentially noob) question that’s been bugging me for awhile. I was curious if there was a way, inside ZModeler, to achieve a bevel edge on a primitive like this:

My current workaround is using PG creasing with dynamic sub-d. It’s totally a valid method. The only caveat is it forces me to work with more geo, add extra edge loops, and loose interactivity compared to other ZModeler methods.

I realize that in my Gif, Maya’s beveling method creates N-Gons which isn’t really compatible within ZBrush. But there are features within ZModeler that give me the interactivity I am looking for while controling my topo (inset, split, etc.)
The closest feature I saw was bridging.
Anyways, I hope my explanation was clear enough. I’m sure there are other workflows that I am not aware of, and I love the help! Any best-practice methods would be greatly appreciated 
I’m happy to attach more images, or clarify my response if it helps.
Cheers