
Originally Posted by
Freespace
In 2010: You model it (~5.000.000 polygons for the armor, several million polygons for the organic head), make textures (8k maps for the head, which include separate skin, subskin, subsurface scattering, reflection, specular --- all this just for the head; then 8k maps for each piece of armor, like shoulder pad, torso, and these also mean diffuse, specular, bump, normal, emmissive, glossiness, masks, HDR), create shaders (properties of how the material behaves, like reflection, refraction, translucency, bumpiness, self illuminated areas, damaged areas, rusty areas, etc), complex rig (to control each and every piece of the armor, and to create hundreds of facial expressions moving the dozens of facial muscles), several iterations of animation (with video reference; no mo-cap for Blizzard), hair simulation (hair has always been hard to do in CGI, there's no shortcut), cloth simulation, create a complex lighting setup (from global illumination controllers to color bleed, secondary light bounces, photometric exposure control, raytraced area shadows, ambient occlusion), you then separate everything into layers (armor pieces, skin, hair, eye specularity, reflection, z-depth, motion blur velocity, particles, etc) to render all these separately in 32 bit, then you composite them together and have full control over how everything comes together, you do color correction, match scenes with one another, add other effects.