What format are you using for the textures? They look really compressed. Use DDS for everything, FPSC will automatically convert textures to this, compressing them twice and ruining quality.
Also if you're going to use photos for textures try and reduce reflections and highlights as much as possible. This is extremely important for wall and floor textures as otherwise 'hotspots' reveal where a texture tiles.
The best way to do this is to use a polarizer filter. Just go to the cinema and pick up a pair of 3D glasses, hold one eye in front of your camera lens and rotate it until the reflections are less visible.
Also the seams are really obvious. Add some padding or a background colour around UV tiles to hide them, this is especially helps when mipmapping at a distance.
If something compiles on the first try. Something is terribly wrong.