About your model - what did you use to UVmap it? Just some hints about the UVs; try to make the blocks all square so the texture won't be stretched (this is mostly good except the floor in front of the door), and try to keep them all the same size, now I don't know how many texture maps you are going to use, but within one texture map you will want to make it so that the squares are the same size so that the final textures will all be the same resolution.
I used LithUnwrap and Blender's UV editor.
Mapping should be mostly correct with what you write except for window and door frame, where there are some tiny stretches and differences in size of horizontal and vertical bars, but it's not that visible. Concrete has larger 'squares' because I wasted a lot of space on the texture for the bottom of the house
(view from under the house below
). You can see concrete texture being in a bit lower resolution, but I don't plan closeups such as these on the preview.
At the moment I'm not sure about door material - leather - I wanted to have light door/frame to have character's dark silhouette contrasting with it, but I don't know if it fits the concept - being too clean. I don't like to look behind too much, so I may leave it as it is at the moment.
I have to make some... props on and below the roof
and an environment for the house. I may need to take a break from the project or slow down a bit for a week. I hope to finish it on time. Temporary title for the work: 'Waiting'.
BTW. Does anyone know if Anim8tor keeps all textures in memory in uncompressed form? It's bad if yes... Project takes a lot of memory after it's freshly loaded