Ok
Don't take any of this personally but this is the sort of thing I do all day long (more product orientated usually though) so take it more as constructive criticism
First off nice attempt
Now the critique
Brick scaling is off, they're too big and stretched across the front of the building - try working in real world scales etc. As said there is a a uniformity to the pattern, if you're using 3ds max design, you can use the architectural materials to add in a randomised nature to the pattern when using the built in renderer (vray etc is slightly different).
concrete for the balcony - that would have a textrure, very subtle but it would be there
No glass (or poor material choice) and it's pretty obvious that your windows line up both sides/ends (not an issue if it's meant to be that way) and the building has no partition walls inside. The clouds going through need to be reduced in contrast (and mirrored) a little if you want to do it post processing you could overlay a black box where the windows are to tone it all down.
External wall - looks like the scale of the blocks is off, could also do with a bump map adding to give it that extra dimension you get when looking at it in real life. Same with the path.
Roof tiles would have a bump map to give it the ridges you see in real life, especially with the choice of tile you have (my opinion)
You've got a cloudy sky yet there's no clouds on the floor - you could add a secondary map onto the grass material to add in a slightly patchy dark area like you would get with the clouds.
I'd also say the shadow would be slightly softer with a cloudy sky too but thats a personal thing.
Also think the lighting used could be a little too harsh in relation to the scene used.
I know the trees aren't your fault but sometimes it's better to use photoshop to add in details like trees during post processing
