Thanks for using DropBox. I found only a fraction of the textures in it.
With only the camera moving, baking an object is a great idea. I missed a lot of textures in your model. The tex folder had only two in it.
Please keep in mind that every object has some reflections, even dull or close to a nearly not noticeable level, but we are used to having it, even it is not recognized actively. Some bricks include some sparkling elements, some or just dull. In short, moving around in the room, will alter the effect, so baking the light, but not any reflections, might be the best mix, while targeting short render-times.
I see that the two wall objects are brick-walls. The third object is the ceiling. I would keep those separated, based on material.
As a side note, the beauty of baking light and textures is that one can paint into the textures more details.
I would merge the two Wall objects first. Based on the idea to bake perhaps Global Illumination into the Texture, any repetition (Tile) is prohibited.
With bricks, you set an extra challenge. There is a certain structure to bricks.
A good brick wall follows the rules, and that is simply put, any size that the wall has, follows a multitude of the brick size ideally. It doesn’t work as a wall-paper would.
To organize the UVs accordingly, if the “Set” is already built is a way to get this in believable results.
Once you Merged these two objects (Object Manager> Object> Connect Objects and Delete), you can go to the UV Editor.
With the Texture in the background, you can organize the UV accordingly.
Here is exactly why a one push-button solution will not work, as the bricks demand care. The Bake process has no clue about this kind of logic.
Of course, it is up to you if the texture looks like a wall-paper or a real brick structure. For me, having grown up in a larger construction company and worked there a lot, while having worked long enough as an architect, fake brick walls pull my attention so much that it throws me out of the movie when set designers have no clue about it. But being a fine art artist, I know that we can use anything pre-conditioned in one’s (audience) head to gain an effect. So, the decision on what to do is of course yours.
The Bake Texture or Bake Object, while no texture overlaps, is then a straight forward process. Just avoid any checkbox that would allow creating a new UV!
With the Illumination baked in, the rendering should be much faster and flicker-free.
Going through your scene file, I would take all the objects that create the window, for example, and Connect-Delete all parts with the same material. Then set up a proper UV and texture size and bake from there.
My suggestion, do this process first with some dummy objects in a new scene to see how it works. To start with, your scene might limit your explorer spirit.
Let me know if there is any question, as the whole model has certainly some specifics not mentioned here.
All the best
Click thumbnail to see full-size image