Right now, lighting affects the surface as if it were completely flat. We can add a normal map to make the material appear to have depth. You've probably noticed that for almost every diffuse texture, there's a pale blue texture with similar sorts of details. Those are normal maps.
Go back to the generic browser and search for T_HU_Deco_SM_Vent_N.
Select it, go back to your Material Editor, and drag another Texture Sample node into the editor. Hook it up to the Normal input of the box on the left.
Now there's a lot more depth to the lighting and reflections.
Your node network should now look as shown in the following screenshot:
So, we have now added a normal map to our material, and as you can see from the images, it stands out a lot more than without the normal map. So what does it look like when we import it into our world; why not have a look. Let's now go ahead and apply the material to our map, and see what the results are.