Let me be clearer, say things I didn't, and then add a final commentchuck_starchaser wrote:@Klauss:
I don't understand... How would the GI stuff be applied to subunits from having similar spheres in the original mesh? I'd have to have each gun sub-unit refer to the ship's UV-map, no?
You can, if you don't want to have the spheres in your model, do the following:
Have the spheres while baking GI. Don't map the spheres to any texture, though. Just use them to occlude ambient on the model that will remain. That baked GI info for everything but the turrets will do great.
Whenever you have the turret model, unwrapped and all, you can do one of two things:
a) do a rough estimation, and add an occluder box where the base hull would be (on the base of the turret), to do a similar thing as with the ship but for the turret. That is, use a dummy occluder while baking. This I bet will look good enough.
b) if you want more precision, you can place the turret in a dummy bengal (the true bengal or a simplification - I'd suggest a simplification, for performance's sake - at least remove greebles). For each setup, compute GI. Those textures will (in the engine) be shareable by one mesh - that will be part of the model specification: material overrides. Even if it wasn't, you can always generate N turrets. In any case, you don't need to have the turrets right now, or in the same model.
Note also that you can make compromises: don't do the baking for every position, do it for some "representative" ones. ie: those in radically different situations.
BTW: Holy neutralizers Starchaser...