Hi Francois:
I found a picture of Ketchikan FBO from the same side, and attached it as another viewpoint for illustrative purposes.
IIUC, the front 'face' of the ledge / walkway <
#2> above the service vehicles etc. is the one which uses repetitive "pairs" of 'native pictogram plaques' (embossed into the concrete ?).
The front 'face' of that ledge could be "tiled" with an image texture Material strip mapped onto the front of the ledge (with that ledge configured as a single 'face', if desired).
By using a single image texture Material strip (with as few as a single R+L 'pair' of plaques if desired), one would not have any other nearby texture images as a distraction or possible overlap.
Or, since you have already prepared a image texture Material strip of 'several pairs' of plaques on a multi-image texture Material sheet, you could of course map and thereby "tile" the front 'face' of that ledge with that Material instead (...as long as no other nearby image on the sheet overlaps/shows on the ledge face).
IIUC, the concept proposed as an option here, is that Sketchup can read an image texture Material once, and then map/wrap/write/draw it 'multiple' times ("
tiling") onto a selected 'face' by repeating the image in that texture Material as many times as
we allow (...by 'sizing' and 'positioning' the image over that 'single' face to control how many times the image appears over the selected face).
By this method, though, we may still have to make an additional custom-sized image for our texture Material intended for tiling, at a size necessary to allow the final mapped image texture Material to display on the model... with a resulting degree of sharpness we desire.
Here's an example process to enable "tiling" in Sketchup:
1.) Map an image texture Material onto a face with the Paint Bucket
<...face now shows multiple mini-image texture Material "tiles" >
2.) With Arrow Cursor
, click to select the face with the mapped image texture Material
3.) Right-click the selected face
<...then in the context menus which pop up: >
4.) Select "Texture" > "Position"
< 4-pin Material Tool opens on top of mapped Material >
5.) {Click-Hold-Drag} Green Material Pin
to size Material so only the needed number of plaques 'tile' to cover the selected face.
Regarding mapping of image texture Materials to the administrative offices overlooking the ledge <
#3>, IMHO those might best be all individual faces with flipped or otherwise modded versions of an original single image texture Material to allow greater control over mapped image variation (and also with application of *_LM ("light map") versions of those Materials to provide night lighting in the windows.
Yup, that adds faces/polys and edges/vertices to the model; but there's another way to control complexity of one's
finished model.
Set up a 'fully centered' model view, then screen capture Sketchup's work area < to a
non-lossy image file format > ...via:
EDITED (
...again!)
1.) Sketchup Main Menu > View > un-check "all" items in the top menu level
2.) Main Menu > View > Edge Style >
un-check "
Edges" and all other items in that menu level
3.) Main Menu > View > Face Style > select "
Shaded With Textures"
4.) Main Menu > Camera > select "
Perspective"
5.) Main Menu > Camera > Standard Views > select desired [Front/Back/Left/Right] "
side"
6.) Zoom in and center on model to fill the screen; now capture that screen !
7.) Copy that model under a new name, then '
edit' that building side to reduce faces to (1) where mapped by (1) Material.
END_EDIT
BTW: Perhaps to further achieve a "
suspension of disbelief" conducive to greater "
immersiveness" in FS... one can:
Open that captured Sketchup model image in a graphics app to apply global and/or area sharpening, modify global Saturation/Color Balance/Brightness/Contrast/Intensity/Luminance/Gamma etc.
Also in a graphics app, add general soft "sky-light shadows" under ledges/overhangs/roofs/eaves etc. by applying "negative brightness"/darkening ...with that app's appropriate tool, set for higher resulting transparency and feathering.
Alternatively, use a photoreal rendering plug-in (ex: "V-Ray for Sketchup", "SU Podium" etc.) to perform some or all the graphical mods to the image texture above before committing it to a mapped Material.
Possibly one might also apply some (
subtle !) surface detailing such as "bump-mapping" via a photoreal or other rendering plug-in.
Doing the latter in Sketchup or GMAX with output to a finished rendering that is then captured into a "flat" 1-piece texture image to be mapped as above would, IMHO, be preferable to burdening the FS rendering engine to do this via a complex MDL, as such functions are "computationally expensive" to FPS <
...and often look "over-done" anyway>.
The idea, therefore, might be creating a mostly pre-rendered 1-piece texture with details "baked" into it before applied to the model in Sketchup <
...dare I call this technique which has actually been around for years: "Text 'Yer Flow" ©®™℠ ?

>.
Finally, create 1024 x 1024 pixel max size image texture Material sheet(s) from that file, and map onto one's '
edited' model.
IIUC, one could then use the MCX "Minimize Drawcalls" function so MCX composites "all" mapped textures in an efficient manner ?
And, IIUC, in MCX "Attached Object Editor" one can implement *_LM.dds ("
light map") separate, conditionally-displayed versions of mapped image texture Materials to provide optimal night lighting on the building / in the windows via "darkened and/or lighted" copies of ones output texture files (...to be included in the project's active FS scenery library area location \Texture folder paired with \Scenery folder).
NOTE: IIUC, when exporting the finished Sketchup MDL into FS via MCX, one may wish also to use MDL Tweaker II to "Remove shadow" during conversion of the Sketchup model into a FS MDL, as this is reportedly an FPS-killer (...and bump-mapping is too).
http://www.fsdeveloper.com/wiki/index.php?title=MDL_Tweaker_II
http://www.fsdeveloper.com/forum/downloads.php?do=file&id=17
Hope these ideas might help as you contemplate your options !
GaryGB