If you're referring to the dark areas in my last image, I may give you a hand with it: do not import the normals when loading the model into Unity, use "calculate normals" and they will look ok. This can also be done with previously loaded models. In other engines I've had to use a dirty trick: using emissive materials with the bare minimum emission value can do the trick when coupled with darker/lighter colors depending on face orientation (top being the lightest, bottom the darkest). This is a very limiting trick, as you can't freely rotate the objects and the scenes must use a single directional light so everything will fit in, but as I've succesfully used it before I though it was worth mentioning.
Depending on the 3D software this "dark corners" problem can be solved by recalculating or forcing the normals (I prefer face normals over vertex normals) and getting rid of any smoothing groups. I'm aware 3ds max complains a lot in the process of doing so. This effect can be masked turning up the smooth/autosmooth values to 90 degrees (that's a material, object or smoothing group attribute, depending on the chosen software), but when there are edges running too close to each other in such areas, the unwanted dark corners are still noticeable.
Anyhow, as a rule of thumb I rely on mesh information and UVs, calculate face normals when importing the meshes to the engine (where appliable) and create in-engine materials instead of importing them. Some engines won't let you do so (HeroEngine and the like) but Unity will.
I'll be having a look at the link you've posted, thanks a lot!