You can cut the mesh into pieces or create a UDIM map and assign different materials for the pieces. That's what I normally do for my larger pieces.
But truthfully, its hard to make large items look good with substance painter compared to small. I really wish someone would come up with a way to fix texel density on huge UV maps without jumping through all the hoops. I often end up using the old tiling maps for large flat pieces just out of necessity of not adding so many extra materials and impacting performance.