It would be helpful to see a screenshot of what you think needs to be improved. But absent that, I think in general textures and lighting are more important than shaders.
The input for a shader is the texture (and normal map), so garbage in/garbage out on that score. If your lighting is flat, your scene will look flat, too. Personally I like dark darks, so I keep ambient lighting to a minimum. Experiment with different color ambient/scene lights, too.
Interesting. I am, currently, playing around with shaders and making all sorting of funny sounding maps with CrazyBump.
I have the unitycar package, which comes with a pre-built city made of photo realistic images.
To try and learn I thought I would use this as base to try and improve; for sure, the textures are only average (not knocking it).
It seems that Unity wants maps that are slightly different than the ones that CB produces, even though they are called the same type.
So I am ending up with mixed results. I am now saving lots of slightly different types of maps, as CB doesn’t saving the settings and I cannot find an OS X plugin for PS.
I still find moving around the 3d space in Unity far harder than other programmes, fortunately a Wacom makes it a lot less painful
Oh, and once I get my head around Textures and Shaders, time to take onboard lighting.
Unity can create bumpmaps from grayscale. I’ve started using that feature in order to save numerous steps since I’ve found myself frequently adjusting the bumpiness of the maps.
I have read the documentation, again and again.
The only way I can get the model to look better is to use Diffuse Detail with a normal map; which is not how it is supposed to work as far as I can see.
I have tried all of the others, have made greyscale and let Unity convert, I have inverted them, nothing seems to work as the documentation shows. I cannot get depth, just keep getting perturbations, even though DD works, just not as it should.
I am betting the hit of DD is too great that I can just dump it on everything, but I am going to try
Yep, I will do.
Getting there. Have made a greyscale and an inverted one.
I then used PS to enhance B&W dramatically.
Now, when I do either PD or PS I can see a difference from BD and BS.
I am presuming that I will only see the difference between PD and PS at run time.
As for DD, hmm, all though it does make a dramatic difference, on some of the models it looks way too over the top.
These show the effects of the three different shaders.
You should be able to see that the normal maps and greyscale show that I have b&w right, even if its not showing as such.
Edit: Just reread, looks like you knew that…but the normals look messed up on that one. Looks like your light is overhead. Notice how the highlights are on the bottom of the windows instead of on top?