Have you seen modern texturing pipelines? It's most certainly not the same process as 10 years ago. Have a look at this procedural wood flooring generator, built in Substance Designer's node-based texture workflow: https://www.youtube.com/watch?v=Zc5Pdcbjr0U
Same for animation. Doing it by hand won't get you the quality of results that you need for photorealism, so we're bringing in new processes that require a bunch of equipment, a bunch of time, and probably multiple crew members. Used to be you'd make a walk cycle by hand, now it's mocap. With the same old processes, there's no way Star Wars: Battlefront would have been able to make its content in the volume it needed, even with a large art budget.
Now that we know how to create these assets on at least a somewhat feasible budget (compared to armies of artists manually doing 8K textures in Photoshop), the next step will be taking this high-end work intensive stuff and bringing it down to the point where we can crank out similar quality results with lower time investment. It'll take a couple more years, but there's definitely a demand for it.
Releasing today: Substance Painter 2 https://youtu.be/1pIoA34MVBA?t=26 (warning - annoying soundtrack)