Heh..hey :- ) Nice to see this pop-up. Can't believe this is project from 2014..
Here it's simple, most of these (like the flooring and ceiling) are just pretty big texture, I think 4x3 (or 3x3) meters. Those kind of textures are rather rare though.
The Corten I made in Photoshop to Tile on 3x2 meters.
Rest of materials do tile visible...at least the DesignConnected carpet which I didn't spend much time on.
Could also be procedural using noise maps and layers/masks.
I didn't know about this technique in 2014, so here it is not used, but I did learn about it year later or so from Bertrand Benoit's tutorial of Tribeca House.
This is super smart technique, but it is mostly for high-frequency noisy kind of maps, like dirt, scratches, or micro-fabrics. You can't do it for something with big patterns like Wood & Marble because it will fuck up those patterns :- ).
I would just google that tutorial, Bertrand describes it the best. It's similar to stochastic texturing that people requested and Fstorm has. It would be cool to have, but it wouldn't just solve all tiling issues... just the most annoying ones.
seamless tileability.
This is very laborious btw and requires shit ton of experience. So far I have only seen the guy behind TextureCom know how to do this well. Majority of textures (like Megascan,etc..) are tiled procedurally and it really shows... it's ok-ish job for rocks, but it sucks for everything else.
In recent years I have been on private beta for some new AI solutions that help with tiling. Let me tell you... it's not exactly answer either :- ).