Overall your on the right track keep up the solid work. Here are the few crits that I have & some are repeats… First is proportions, the difference between the first & second floor has been pointed out, but also consider the bench outside. Compared to the door or window that would only work for small children… I get this odd “something is off” feeling and I think addressing those proprtion issues will help out.
The lighting works in certain areas but not in others. I wouldn’t worry too much a slight blue color cast… You can always use that to your advantage to help set the “mood”. I almost feel some colors from bounce light might be missing from the grass on the neighboring building, But just a hint… Also the lighting might be a bit to uniform. For the front of the building it’s fine but the sides or even in the corners near the roofing I would expect a gradient.
Last thing is the normal maps, NM work great for finer and some mid resolution detail but fall short once you get into larger less subtle changes. For the stones in the wall the affect is convincing for the inset of the cement VS the over shape of the stone. But when you look at most stone buildings the stones surface aren’t flat but push inwards / outwards. The stones for this building seem like they’ve been polished down to a flat surface minus small surface details. The other part is NM fail when the viewing angle come to a sharp angle of the surface it has been applied to. The ground is an example of that… It looks you might have a normal map on it but I can’t be sure.
Are you using this for the Game Engine or are you sticking with Pre-Rendered images. You wireframe model looks clean, great job with that but if your sticking with Pre-Rendered images don’t be afraid to use more polygons, just don’t go overboard either. It’s all about striking the balance between the project needs / performance (For real time) & the quality of the image…
Sorry for the long post, keep up the great work!