No, that was just an example. Im not sure calling this "real world" is accurate though. It just means that every surface gets the same pixel density. So for example 1m² could get 512*512 texture space, while a 0,3m x 0,3 that only 1 third of that, about 170*170 pixels
It only makes sense to use when you have a photo texture of known size, and you want to match that scale, for example with architectural rendering. Tutorial... http://www.cgdigest.com/uvw-mapping-with-real-world-scale/
If I understood correctly.. "real world" size is just an unit thing. It helps keep the texture density over multiple assets the same, thus making it more consistent. Every square meter gets a pixel density of 256px² for example. This means that a 1m x 1m wall will have the same size of texture space as a any other piece of…