I though I'd elaborate on a good point that someone brought up in the comments section of my "Creating Structures In Aztez" post. When referring to to the way I created one single texture and then used it on many different objects he said: "It should probably also be noted how fantastic this approach is from a technical standpoint as it cuts the number of textures being used down completely."
This was intentional on my part, and for good reason. Whenever the game engine loads up an environment it has to "dig up" all these different assets out of the games files and then display them: 3d models, materials, textures, animations, etc. The basic idea here is that the less assets there are to dig up the quicker loading is going to be and the smaller your games overall file size will be (in software development, the overall size of a collection of files is sometimes called a "footprint"). Allow me to visually elaborate why this is so efficient in the context of Aztez.