Modeling: not much, just mid-to-low poly quads and you’re set!
Texturing: fabric, leather, wood and marbles are scanned and processed a bit, before applying tons of shading tricks!
UV mapping: 1st and 2nd channel optimized by hand (but there’s still room for improvements, since we rushed a bit towards the end of the project due to deadline)
Well, since the scope was static render and video, we didn’t need much dynamic lighting anyway…
Still, some stuff IS dynamic indeed!