My first environment prop for the room was the skirting board. This was to act as a test to see how much I knew about baking textures from high poly models, down to lower poly equivalents. Apparently I'm actually fine with simple hard surface models like this, as there were no real issues with the bake. I created the finished Normal Map and an Ambient Occlusion Map in 3D Max, though I also tried it using Xnormal. Max gave much superior results in this case.
The finished model is only 3 polys (6 tris) and looks quite good in engine. I still have to give it some colour information through a diffuse or albedo map, which will require me to make a more detailed specular map as well.