As well ..
In the Blender UV/Image Editor, you're able to constrain the scalar direction of the UV coords.
On a construct such as a building, a texture of 1024x1024 is unnecessary and even wasteful. Unless your character needs to see something in the joints and mortar between the brickwork, keep these larger material sizes for terrain.
You mentioned a building with windows.
Yes, you can create a brick-and-window texture-map and slap it on each face; all UV aficionados begin this way. What you begin to find out though is the UV coords themselves are modifiable (in terms of size and position).
What this means to you is you're not constrained to use the entirety of your texture-map, but individual pieces of it. Lets take the example of a brick wall with a window..
This is very quick and dirty ..
In Blender create a plane mesh; in Edit mode duplicate and move those vertices (from left to right) so you end up with a mesh that's essentially 3 planes wide and 1 high.
Enter UV mode..
On the left and right planes slap your brick texture. On the middle plane place your window texture; depending on how well the seamlessness is developed on the texture you can drop and apply to the mesh with little tweaking of the UV coords.
When I need to create a building wall I first draw the placement of whatever breaks up the wall face and finally split the mesh plane accordingly, permitting me to place bare stone or brick as needed and windows and sills too.
