Let’s put it this way:
After you have created your UV mapping, press Tool
Texture
Uv>Txr
This will show you the UV mapping that has been assigned to your model. What you will most likely see is that a significant percentage of your UV map is the borders between tiles, with relatively little left over for the tiles themselves. Also, this mapping will have zero tolerance for error in the unwapping process. The slightest mis-registration and you’ll have seams all over the place.
The bottom line is that you’re probably not going to be able to use a tiles mapping for this model. It really is meant for the mapping to be applied while the model is at lower resolution, at which point the mapping carries across to higher subdivision levels without creating more and more UV seams.
Everything I said in my previous post was meant to try and help you out of the hole you’ve gotten yourself into by doing the mapping so late in the process without any lower subdivision levels available. But I never promised that any of it would work.