um just so there is no confusion Val and I are talking about something called a "Normals Bump Map"
it is a much more defined bumping system then grayscale bumps + you can grayscale bump maps with normal bump maps, thus having 2 bump maps.
If you have
NVIDIA normal map plugin you can take any diffuse map and open it in photoshop run the plugin on it and it will convert it to a normals map. this takes very little time but is 100% accurate.
It is important to note that: most tutorials will have you making a lower poly model to use. this is not a 100% accurate statement.
you can clone an exact replica for this purpose or a 1 poly plane. the idea is to make a 2d map. if you use an exact replica you have to assign a UVW map flatting modifier first. if your model is not hugely complex (with the mesh going in many directions say a jagged cliff face) you're better off using the 1 poly plane.
some/most of the tutorials you will find on normals are about human faces iirc.
but say you want a simple bridge made of rough sawn lumber
you can make the model with very high detail this will come with a very high poly count as well. putting in the saw marks (in the pic above) and individual boards (Right)
We will create a 'normals map' for the boards and a 'grayscale map' for the saw marks
Now if you make a model with the shape of the lower pic using extruded rounded rectangles and convert them to poly.
then use the attach function to make them one object.
Then create a plane about the same length and width as your model name them something that you can know which one is which (I call mine high and low for the poly count)
Align them so that the plane is just below the high poly model
(make sure that your low poly plane is selected)
hit 0 (zero) on your keyboard, this brings up a menu.
this is all from memory so if it does not work check a 'how to make normals map tut'there is a place asking where you want to save your file. do that.
click 'Pick'. this asks what model you want to use for the high poly model, so pick that one.
Under Output click 'Add' and a list will pop up select 'normals'
the default extension is .TGA but you can use any format, I use png so I can see it in windows explorer to see if it made it correctly.
if you look at the modifier stack of your low poly it should have a project modifier on it.
click on that making it highlighted in yellow.
and click the + to expand it.
the default should be fine.
scroll down the roll outs to Cage rollout and check shaded (this is for your own visual benefit it has not other purpose)
important click reset. this resets the cage to something closer to where you want it.
Now you want to go to push. you will push the cage to encompass your high poly model. so as you push look in the viewport to se when it is fully encased.
the shaded cage should be on the outside of your high poly model EVERYWHERE. if not you will get solid red (rbg 255,0,0) instead of pastel colors. you will have to go back and move the vertices of the CAGE until they are correct .
once that is done bring back your 'render to texture' menu or hit the 0 key again.
depending on your poly count and render size it can take some time so for now just use the 128 size. once you see that there is no blemishes you can choose a larger map size.
once everything is perfect open you mat. edit. click on the bump slot and select normal bump. load your map you just created (making sure it is added to the low poly model and you have hidden the high poly model).
hit F9 to render your scene.
to increase or decrease you normal bump amount change it from 1 to something different but careful making it too high might cause 3ds to crash or it did mine) consider 2.5 fairly high.
now you can add a fine lines bump map to make the saw marks or some distressed marks
and you will be done
Nice normals tut here.