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This is a great article for programmers too - maybe too much for non technical artists.

The article doesn't really go into how to make more performant art, and thats probably for the best - a lot of that will be game and engine dependent. It's really easy to 'optimize' in a way that hurts the engine (or for programmers to build/configure the engine and shaders in a way that is counter to the artists workflow or visual targets).



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