Is there an industry concensus regarding lighting used to show game models? Light based maps, i.e. normal/specular, make self-illumination a non-option but using lighting that isnt real-time seems deceptive.
Good lighting is good lighting, no matter how you get it. If you can't light without restrictoins you certainly won't be able to light when game restrictions are applied. Also for any game using a baked lightmap solution final gather and global illumination is just fine, as is caustics and anything else, it is all baked so…
on the other hand if the employer spots the rendering he migth think "oh nothing but fancy renders" I say go with a basic three point lighting. Or try and mimic the lighting from a up to date game engine. If you use a GI render or somethin like that i would atleast mention it somewhere. The short term advantages you get by…