There's no good way of knowing that, it's really a matter of trial and error I'm afraid. I would most likely make the meshes on a grid system, and use that as a guide - once you have the walls matching, it's fairly easy to scale the UV data on the whole lot to suit your texture. So I suggest sticking to a grid with the textures, then after your happy with your mesh, scale them until the texture looks good - probably the biggest concearn with brick style textures.
3DS Max is quite well suited to level design because you can actually decide on the scale before even making your meshes.
Lithunwrap can do a good job, but would be a bit tedious to use unless you prepped the model for it beforehand.
Materialize3D, now that's the bomb for this kinda work - not very well known but I've found it a seriously usefull piece of kit. You can select polygons, and type the UV coordinates in, then project them. In other words, say you have a wall that is quite an irregular size and shape, and want to scale a brick texture onto it - you'd select all the walls polygons, enter the UV coordinates, width and height, both sets so that it repeats nicely - then you have it. Quite a quick way to do achive the effect, because you have exact polygon control, no need to worry about the shape of the mesh, you just select what polys get what texture and how big.
Van-B

I laugh in the face of fate!