First of all -- hello good people!
This may slide more into "discussion", I'm not sure. But if I'm not looking for a specific answer, as such, I'm certainly seeking particular advice.
I am creating levels through code, and am really struggling with making the lighting look at all attractive. They are indoor, so directional lighting seems inappropriate. As such, I'm using spotlights if they make sense with the model, and omnilights otherwise. For the latter, I'm using a fairly large range, and a small attenuation. This fills the room, but it feels... out of proportion. Yet if I reduce the range, areas plunge into dark shadow that also look, well, kinda yucky.
I feel one would normally using indirect lighting here, but it is my understanding that any sort of baked lighting is unavailable to me, since there is no time during design to do the baking.
That said, I am building the level out of segment scenes created in the editor. Intersections, hallway bits, portions of rooms. BUT, after all the segments are placed, there is a decoration pass where additional goodies are added, removed, or otherwise fondled, in an effort to break up the repetition. So while I can create some baked lighting in a given segment, I (presume!) it could not in any way consider adjoining segments, or changed geometry during decoration.
Which brings me here. Have I misunderstood how baked lighting works? Is it even a solution to my "make it look nicer" problem? Should I be considering something else entirely?
How should I approach this?