>>49934342General detail textures like daily wear and tear scratches in metal or scale patterns like we see on seviper
>>49933767 are rarely done 100% by hand, they're taken from asset collections and modified to fit the specific use-case, scaling/repositioning them to fit the UV map/line up right on the model then painting over seams and adding more specific details like a change in color or a deep scratch where an old wound scarred over. Little things like that and testing it out in various situations (does the texture move as intended when the various animations pull on the vertices or does that stretch it out weird and create a visible seam somewhere) is where the bulk of texturing time comes from if the design itself is already nailed down like it is with already existing pokemon, new designs might take a few more revisions especially if the concept art has ambiguities like not explicitly stating if something is skin or shorter fur or there's debate about how reflective the metallic parts are supposed to be, ect.
The new designs are probably going to the more experienced workers who've been there for years and have a firmer understanding of what the concept artists and other designers mean having worked with those people longer, we're just focused on getting existing pokemon up to the standards of PLA and what we've seen of SV. There are currently 905 pokemon, 7 were added in PLA and most likely created to the quality standard we can expect to see in gen 9 to start with, everything else native to Hisui are updated already so that leaves 656 pokemon, plus any forms not already counted since they'd need texture work at least if it's a color swap like vivillon and varying degrees of model work if it's more complex, if we assume every form ever usable in a main series game returns then excluding forms with no asset difference (just changes scale, pose, ect) we end up at roughly 990 ± some arguable ones (form change vs animated state of base form, ect) 2/?