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Workshop

Creating Props for Games, Vol. 1

A Workshop
by Nick Reynolds

Modeling and Baking Normal Maps for Production

intermediate
7h 20m 56s
13 Lessons
A Workshop
by Nick Reynolds
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Creating assets for real-time game projects has become more intuitive and streamlined than ever. By breaking down the entire process into easily digestible sections, we can focus on the most important parts in the creative process while staying non-destructive and open to improvements all the way through to our final bakes. In this introduction to creating props for games, senior environment artist Nick Reynolds examines each step of the process starting with the basic fundamentals and building up to a final low poly model of a sci-fi vehicle. Beginning with easy to follow lectures using simple primitives, Nick explains how you can take detailed information from your high poly models and bake it into a texture for use on an optimized low poly object. Once the fundamentals are fully examined, the lessons are then shown in practice on a complex model using Maya, ZBrush, Substance Painter, Marmoset Toolbag and xNormal. In the end, viewers will have a full understanding of how to create their own game assets from start to finish, moving forward with confidence through all of the steps and hurdles involved in getting a great end result for your real-time game project.

13 Lessons

01Project OverviewFree

In this Creating Props for Video Games workshop, Nick emphasizing how successful game asset creation relies on a methodical, iterative approach where early validation and problem-solving prevent late-stage complications. By investing time in proper blockouts, quality high-poly modeling, and systematic baking workflows, Nick demonstrates how to avoid having to fix fundamental issues through manual texture painting or other workarounds.

Duration: 11m 36s

Project Overview
02Normal Map Introduction Part 1Free

In this lesson, Nick provides essential knowledge of normal mapping and baking for games, and how modeling choices, such as scaling primitive tops inward, smoothing high-poly meshes, and creating overlapping geometry, directly impact the quality and readability. By combining properly baked normal maps with ambient occlusion maps, Nick shows how artists can create convincing illusions of complex surface detail on simple low-poly geometry.

Duration: 28m 26s

Normal Map Introduction Part 1
03Normal Map Introduction Part 2 - Shapes

This lesson looks at the optimal workflow for baking normal maps on simple objects, which combines hard-edged low-poly models with averaged cage meshes and properly padded UV layouts. The cage allows the baker to search for high-poly detail as if edges were soft, while the actual low-poly retains hard edges for proper shading; this results in capturing the most accurate detail possible.

Duration: 42m 21s

Normal Map Introduction Part 2 - Shapes
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04Normal Map Introduction Part 3 - Cylinders

In this lesson, Nick goes through the process of baking normal maps for cylindrical shapes, presenting unique challenges compared to box-shaped objects. By understanding the relationship between vertex placement, normal projection, and mesh density, Nick shows how artists can employ various strategies, from adding geometry and bevels to using the flat-to-bent workflow, to achieve clean, professional results.

Duration: 23m 26s

Normal Map Introduction Part 3 - Cylinders
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05Normal Map Introduction Part 4 - Extended

This lesson wraps up the fundamentals of normal map baking from the past lessons, looking at a wardrobe as an example for handling the skewing issue that occurs with surface details. To fix issues, Nick demonstrates Marmoset Toolbag's paint skew feature, which offers a particularly user-friendly solution for quickly correcting normal map artifacts without repeatedly re-baking or modifying geometry.

Duration: 20m 36s

Normal Map Introduction Part 4 - Extended
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06Blockout Concept

In this lesson, Nick starts from scratch modeling a "pack mule"-like drone, progressing from concept to blockout to testing. He works in a loose way during the blockout phase, and constantly evaluates the work from different perspectives, like through silhouettes, lighting, and most importantly, in the actual game engine. By testing the asset in Unreal Engine with a playable character, Nick shows how he can verify that the design works at the intended scale.

Duration: 31m 49s

Blockout Concept
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07HighPoly

In this lesson, Nick shares his high-poly modeling workflow. By strategically modeling reusable components flat before bending them into place, utilizing floating geometry, and maintaining clean high-poly models that can be textured multiple ways, he creates a production-ready asset that balances quality with practical time management. The approach ensures maximum flexibility for creating asset variations without rebuilding geometry.

Duration: 35m 52s

HighPoly
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08LowPoly Part 1

In this lesson, Nick create a low-poly model and bakes the high-poly model down to it in Substance Painter, with thoughtful planning across multiple stages, including laying out UVs, proper naming conventions and bake settings. By following these processes, he demonstrates how artists can efficiently create game-ready assets that maintain high visual fidelity through normal map detail while keeping polygon counts manageable for real-time rendering.

Duration: 1h 6m 34s

LowPoly Part 1
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09LowPoly Part 2

In this lesson, Nick talks through his process for asset optimization techniques that balance polygon count with visual fidelity. Using the same method from the last lesson, converting high-poly models to low-poly versions and baking normal maps efficiently, he shows that artists can achieve high levels of detail suitable for real-time rendering on highly optimized models.

Duration: 41m 57s

LowPoly Part 2
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10Lowpoly Sidewall

In this lesson, Nick points out a side wall section of his drone model to work on, a unique piece as it's used multiple times around the circumference of the model, requiring pieces that can visually fit together and reuse textures. He works completing one section correctly before the final assembly, while continuing to prioritize clean topology and efficient UV usage.

Duration: 26m 28s

Lowpoly Sidewall
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11Lowpoly Retopo

In this lesson, Nick picks another part of his drone model to work on, this time using Maya’s Quad Draw tool to efficiently retopologize his highpoly asset. Combined with strategic planning for edge flow, mirroring, and component matching, Nick creates clean and low-poly meshes that are significantly easier to UV unwrap and prepare for baking. He emphasizes staying zoomed out, working in sections, and maintaining awareness of how pieces connect when doing any retopology work.

Duration: 36m 12s

Lowpoly Retopo
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12UVs and Bakes

With the modeling done, this lesson focuses on proper UV preparation before texture baking, which requires careful attention to spacing, resolution consistency and UV shell orientation. While automated tools handle much of the heavy lifting, Nick highlights that identifying and fixing errors through iterative test baking is crucial for achieving clean results.

Duration: 44m 7s

UVs and Bakes
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13In Game

In this final lesson, Nick finalizes his model after verifying that all baking steps are working correctly. He emphasizes the importance of UV consistency, proper channel packing, and cross-platform compatibility to ensure the asset is truly production-ready. By validating the model across multiple renderers and game engines, Nick confirms that baked details read clearly at gameplay distances and that a modular workflow supports efficient iteration.

Duration: 31m 32s

In Game
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Primary tools

For this workshop you’ll need:

Unreal Engine
Substance Painter
Marmoset Toolbag
Maya
ZBrush
xNormal

* Note that these programs and materials will not be supplied with the course.

Project Files

By downloading these workshop files, you'll get access to the full final asset from Nick Reynold's lessons, which you can examine and test stages of the pipeline on. Inside you'll find:


  • Marmoset toolbag scene (.tbscene) – Final render scene in the Marmoset tool bag, where you can view the model
    - Final model (.fbx) - Full final model in FBX format, easily opened in most 3D applications
    - Bake Folder (.fbx, .spp, .obj) - High- and low-poly assets for baking purposes, including the Substance 3D Painter file for you to test the baking process for yourself
x-zip-compressed
NIR01_ProjectFiles.zip
935.34 MB
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Skills Covered

Who’s this Workshop for?

This workshop is designed for aspiring and junior 3D artists looking to break into game development, as well as intermediate 3D artists seeking to refine their asset creation pipeline. It's perfect for those who already have some basic 3D modeling knowledge and those who want to understand professional game and real-time production workflows.


The step-by-step methodology builds confidence while teaching industry-standard techniques for prop design, making seemingly complex processes more accessible and ensuring participants can immediately apply these skills to their own projects. Nick Reynold’s lessons are sure to be beneficial to both students and professionals alike.

Learning Outcomes

By completing this workshop, artists will have mastered the complete pipeline for creating production-ready game assets from initial concept through final optimization.


Key skills include:

  • How to establish efficient modeling workflows using fundamental principles and simple primitive shapes.
  • How to create detailed high-poly models that capture essential visual information for baking.
  • How to optimize geometry for real-time rendering while maintaining visual quality and detail.
  • How to bake high-poly detail into textures using industry-standard tools like xNormal.
  • How to texture assets professionally using Substance Painter for realistic material definition.
  • How to present and validate final assets using Marmoset Toolbag for portfolio presentation.
  • How to troubleshoot common pipeline issues and maintain non-destructive workflows throughout production.
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Workshop
Creating Props for Games, Vol. 1
Modeling and Baking Normal Maps for Production
A Workshop by Nick ReynoldsSenior Environment Artist at Riot Games
intermediate
7h 15m
13 Lessons
Instructor Nick ReynoldsSenior Environment Artist at Riot Games

Nick Reynolds is a Lead Environment Artist at Giant Skull, where he combines creative vision with the organizational discipline that has made him a sought-after artist in the video game industry.


With over a decade of experience, Nick has contributed to major studios including Sony Santa Monica, Red Fly Studio, Vigil Games, Red Storm Entertainment, and Pandemic Studios. His environment art has helped shape a range of high-profile titles, including Valorant, God of War (2018), God of War: Ascension, Inertia: Escape Velocity, Thor: God of Thunder, Star Wars: The Force Unleashed II, and Ghostbusters.

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