Hi Mike,
The example file has two Cubes set to a different size. The object in this scene are Primitives and they contain a UV definition already inside of them. The idea of UV(W)is a definition of how things work together, Objects in 3D and 2D images. In the moment a Primitive is smaller, this definition is “scaled” down with it.
I assume you are familiar with this content:
http://kbase.vectorworks.net/questions/1109/Exporting+to+Maxon+Cinema4D+(.C4D)
From your previous posts about texturing, I get that you do not deal with Primitives currently. Your examples were all based on polygons, to my understanding exported from a VectorWorks, but you might get objects from different sources. So, I like to answer more in general.
The main idea would be to have the scale of the textures in your modeler done and the export format can provide CINEMA 4D with the needed information.
http://www.cineversity.com/vidplaytut/vectorworks_to_cinema_4d_part_01_the_basics
The other method is quick and simple, but requires an extra step. A texture is normally used based on its resolution, as the camera view and the render resolution can change. The resolution must be higher than the final result, in terms of representation in the final image. It is a relation, that is not based on fixed values. For example, a large texture resolution and size might produce a pixelated image if the camera comes too close or the rendering is set to an high resolution as well, perhaps both at the same time. On the other end, a small resolution and size of a texture image might be just fine in the same case, if the object is small and in the background. In both cases—even if the texture representation is set to the same “scale”—for example a representation of a natural scale.
So, one would assume that a large resolution and size of an image will cover all cases to a certain degree: except that it will slow down the rendering and perhaps the whole workflow. For that, a good scene is more optimized.
To answer your question, if we stay only in CINEMA 4D for now: Set up a scene, take a cube and texture it, scale the cube so the scale of the texture (fit to object) is right. (Set the cube to not seen, not rendered). The size of the object must be exactly the image size—so it fits to the idea of a “Global Texture Scale”.
If you get a new object into your scene, you Right-Mouse-Click (or control/command) on the Texture Tag in the Object manger and drag it to the new object. NOTE: this doesn’t work for anything UV or Frontal projection, you are limited to Cube, Sphere and Cylindrical projections. To a certain degree other projections will work, e.g., Flat, but again not Frontal, etc. Make your tests.
As a side note: all the objects which are set up for the Global-Scale, can be set up as a member of a Layer, so you can switch them on and off at once, e.g. disable rendering for them as well.
There are options, e.g., place objects under a Null object which contains a proper scaled material (Again not for UV(W), not working for all projection methods)
I hope I was able to illustrate the dependencies and needs of textures and their resolution and size.
Please let me know if there is another question, or if something is not clear. My target here is that you fell savvy with this, so—please ask.
All the best
Just a little workflow example:
https://www.amazon.com/clouddrive/share/yvz9FJUF1cQXnbJTMK8PLFfgJsrnxnPhL7eZ9V614bl?ref_=cd_share_link_copy