Texture Atlas vs Various Material Slots


I’m working on a 3D model of a small town to sell on Turbosquid and CGTrader. Most of the models I’ve sold so far are grouped and have many materials assigned to them. I think most of my UV maps are kinda wrong, for example for Brick textures, I just scale the UV map using “S” to adjust the tiling to my liking, I don’t use “Vector --> Mapping” nodes. Does this cause problems when clients import that model into Unreal Engine or 3D Max?, because my texture is one size but my UV map is like 8 times bigger.

But if I use the Mapping nodes to scale my textures, does that translates to other programs too? or that’s just for Blender?.

For this Town model I thought I should bake my textures atlases, so it is just one object, one material and it’s respective texture maps, you know, color, normal and roughness. The problem with this is that it takes extra time, but that shouldn’t be a problem.

What’s the best approach?.