Ptrope: The general lighting of each shot is the actual lighting of the game. However, the "3DOs" or 3D Objects, similar to Quake III's MD3s, are unaffected by this particular gaming engine's lighting system. Therefore, I have to "bake" the lighting into the textures on the objects that are not a part of the general architecture.
For example, the second corridor shot has no "baking". On the other hand, in the examination room, every standalone object, such as the chair, the exam bed, and the excercise bed, all have textures with lighting baked into it.
To be honest, I hate having to suffer the extra work required by this particular limiation, but in some cases it allows more control.
This is probably an advantage when working with movie and tv sets. Trying to get it to look right when you're only using the on-screen lighting is next to impossible since the production crew had high-powered lights pertched off-screen. Just look at how overly dark the Promenade is in DS9: The Fallen, for example.
Anyway, this is spectacular work. Kudos!