Textures are typically understood to be a repeating module marching across the surface of an element. Which is why so many of them are so bad – it is not that easy to work out the edges of each texture image to seamlessly match up with itself on all sides.
This concrete texture doesn’t look so bad close up.
The middle distance starts to show a pattern.
Farther out, even worse.
On the contrary, there are artists out there who set the standard:
All of this is to say: DIY skills come in handy. Only a few of the out-of-the-box textures are acceptable, really. Knowing your way around the Options/Attributes/Materials… menu will pay off handsomely.
I’ve taken the long way round to say that sometimes a non-tiled approach is best – and most likely easier given that you don’t need to worry about manipulating the scan for seamless rendering across the texture boundary. ArchiCAD can orient, resize, and establish origin points for texture maps. Textures can be any size. A carpet, a painting, a parking lot (think striping), an existing building elevation, or even an entire site or city (think google earth) can be scanned, saved, and mapped onto an element as a single scaled texture, as this article demonstrates.