I'm at a bit of stand still, and have been brainstorming for a while.
As you can see, the tiles wrapped around this object are placed perfectely, as if they were manually placed on the unwrapped object, but its actually just a 4x4 tiling texture. How would you go about making sure the tiles line up with the bottom and the edges so well. Does it have to do with how you unwrap the object. Maybe the triangulation of the mesh in 3ds Max? Notice how the concrete is also aligned perfectly with the top, bottom, and edges even though its just a 1024x1024 concrete texture.
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Also I should note my cube has bevelled edges, which helps with the allusion.
I think the poster is after how to layout the UVs for something like this I made an image but there are some gotchas.
When you do what I have done above for the tiles you will get a greatly different texel density. In the OP's image, the author JWalker has so much detail in the tiles that you don't notice the difference in texel density that much. Some games tackle this by using a high frequency tiling normal map and a different UV channel (Such as the one for lightmaps) to make it seem like the asset has the same texel density all the way through.
For the concrete bit, those faces are a different Shader or "Multi-Sub Object" in max, which is a horizontally tiling texture.
Like I said before there is a whole lot more going on with the shader for those tiles, and if you want to poke around JWalker offered the scene for download in his thread here:
http://www.polycount.com/forum/showthread.php?t=86767
As I said, there is nothing special I am doing. It is a box, with bevelled edges, and the UV's nudged over. I see no need to do anything beyond what I have done, the result is identical IMO, even if JWalker has done something else.