Ok well firstly, when dealing with Unity, you’ll see people throw the words bump map and normal map around. What they mean is normal map, it’s the same thing in Unity, just gets named differently.
In pre-rendered circles, bump maps and normal maps really are separate things.
That needs mentioning cause you’ll see it a lot.
There’s a couple of ways to make a normal map. Either by baking high polygon details onto a low polygon object, or by converting a grayscale image into a normal map.
Ironically while the first method is ultimately more accurate, the second method tends to give better results.
Since the first method requires a pretty good understanding of modeling to begin with, and depends entirely on the package used as to how it’s done. Your best bet, for now, is to use the second method.
To do that, you need to create an image where black is low and white is high, like a height map. Import it into Unity, and go to it’s texture options. Right at the bottom, just above the small preview of the texture, you’ll find an option called Generate Bumpmap, tick that.
For bumpiness, generally best to select a very low setting, something like 0.02 for now, you can always fine tune it later, but high bumpiness rarely looks good.
For Bump Filtering, Sobel tends to give cleaner results, but the choice is yours.
When you click Apply, that’ll convert the grayscale image into your normal map, which you’ll then use in the Bumpmap slot of a material. It’s also a good idea to use RGB16 or 24 rather than the compressed texture formats, because the compression really screws up a normal map.
When you’ve got your normal map applied in your material, check all around your model. This is where good UV mapping is essential, a tangent space normal map will show up seams very easily. You can sometimes minimize them by using 180 degree smoothing on the mesh in Unity, but often you wont be so lucky. Though I’ve found that creating the normal map from a grayscale image within Unity, tends to avoid a lot of seam problems. But with your UV seam going right through the center of your planetoid, it’s likely going to be very noticeable.