dont be a smart ass , there are reasons for things being the way they are, you are over looking… Firstly there are 6 devices in that scene ,they all have hi res texture mappings for things like surface detailing and text on the plastic etc…4096px to be precise and some models have two or 3 such textures. So 4096 x 3 x6 will be 73728px good luck with that. Secondly there are even other textures not even included in this calculation like stickers and screws etc… so this would just add to your one texture size… which is already astronomical.
Secondly many of these materials are easier to set up and develop without having to use textures for various colors , eliminating needing to load a texture , which eliminates me having to create one , which makes the scene load faster and saves me development time.
Thirdly each model was developed at different times and the tutorial scene was put together afterwards so the idea of having shared materials across models was not a consideration at the time of their development. It will take additional time to do that, which i had to do now to get the scene working anyway.
I do this thing for a living you know - time is money.
So dont be so quick to think you know it all… “way enough” you say hey? - ok here is a challenge model this and texture it in the same level of quality with just one material/texture :
And since i used many 4k textures i expect no less quality. Now when you are done learning your lesson, times this by 6 ( and all the cables and walls and plugs and power supplies etc ) also add several more textures i dont need to use , which you will have to use to control metalness and gloss and transparency since you cant just set these individually anymore without a texture and then think again whether one material is “way enough”
Lastly many materials are controlled by the viewer api and blink or switch on/off to show which step you are on , you cant do this with just one material without having many versions of your texture with different lightness values for different parts. So take your one material , one texture work flow and multiply that 10 times So again loads of loading hassles and huge load times per step you didnt think about.
So you will need several diffuse textures that are immensely big , probably beyond what sketchfab even supports. - fail.
You will also need additional textures of the same size for all the other channels making load times ridiculous - fail.
You will have a problem doing multi uv channel uv scaling - fail
you cant control individual materials via the api meaning you have to rather load even more immensely large textures to achieve the same effect - fail.
Next time dont be so quick to think you are clever…