> It (3d asset creation) practially hasn't changed much since ~1995.
I disagree. In the past ~20 years, more and more 3D assets have been created as very high-poly models and high-res textures first (via sculpting, photogrammetry and baking) and the optimization process was pushed to much later stages. I'm quite sure it was not the case in 1995.
It's just like programming. We do have better tools and abstraction layers. But Jevons paradox got us.
Or perhaps I don't understand how things were done in 1995 as much as I believe?