Of course, gaming engines can't handle the high poly count that traditional rendering can. Therefore, I was challenged with the walls of the Transporter Room. I could have built the wall panels as a high-poly static mesh, but I wasn't sure how much frame-rate would suffer. Also, making a nice and neat lightmap so that it would light correctly would've been a nightmare. So I finally gave baking normal maps a shot.
I built the high-poly mesh in 3ds Max, and then baked the mesh over a few flat wall surfaces, each composed of only two triangles. I then imported the static meshes into UDK, worked some magic with the material's specular and normal channels, and voila! I'm rather pleased with the results. The only down-side to this, of course, is that at extreme angles, the illusion of depth is destroyed. But I figure that's a nice trade-off for low framerate and hours making neat lightmaps.