Quick Uwrapping UVW questions

Hey everyone, I just had a quick question about Unwrapping UVWs. When you guys do your walls, do you do all of them in one UVW unwrap? Or do you split them up wall by wall? If you do them wall by wall what do you do about really long walls?

Also, how do you keep the scale on materials consistent if you have multiple walls with separate UVWs?

Thanks everyone in advance.

I split long walls (and every walls anyway) in multiple meshes. I cope paste my uv maps (channel 1) from a mesh to another so the texture have the same scale. I make a uvw unwrapping for each mesh (channel 2).

First, sorry for my English because it is not my language. At my company we took some time doing market testing before definitive, we pursue demanding a level of quality.
While looking for ways to more productive jobs, we can not afford to offer this to a client and have problems at work.

I am a person who loves to give many turns to things, I can not be satisfied with the minimum and in this case I am investing several hours and I still have.

I have several ways, just that I’m trying right now is what will show to give you an idea.

In the same house, it has been modeled in different ways and we are testing.

This is a very basic modeling and easy walls from AutoCAD are drawn spline walls with the exception of the doors and windows.
Then in 3ds max, we extruded the spline to the corresponding height. In the gaps that were left, they got boxes and adjusted to form the doorways and windows.

It works very fast so the moment is right, if he finds no problem with this but at the moment though not entirely convinced (still think if there are better options), going well.

Channel 1 of the mesh uv map texture (AUTOMATICALLY simply because the texture does not offer any complexity) was opened, on channel 2 for Light Map, also automatically and without touching anything.

The only thing I changed was the Light Map Resolution at some meshes such as walls, floors, and something more from 256-512.

I already modeling another option for more modular walls and separate walls, each with its UV map to map texture and light.
Proves also to see that this, but before you try it and I have my doubts, not about whether will look great in unreal but other issues need to check.

I have attached an image to see if it’s any help.

Regarding the lighting and quality in some areas, this is a test, has yet to change a lot and have not been worked materials or lighting.

Max plugins for unwrapping

Try these two plugins for Max -

http://www.scriptspot.com/3ds-max/scripts/steamroller

unwraps really nicely - then just specify 1 and 2 channels and you are done.

http://www.scriptspot.com/3ds-max/scripts/3ds-max-to-ue4-fbx-scene-export

exports multiple objects at the same time

that’s really useful tools.
Thanks for share.