16.) Snapshot the Height Map: To create the normal let's first create a new group and name it "NORMAL". Shift select all of layers except background and drag them into the NORMAL group.
- Take a snapshot of the final height map composite and paste it inside the NORMAL group at the top of the stack. Rename it to "NormalSnap". This will be layer that we convert.
17.) Converting the Height Map. To convert the height map we will be using NVIDIA's normal map plug-in for Photoshop.
- With the NormalSnap layer selected, go to Filter > NVIDIA Tools > NormalMapFilter.
- Make sure to check Invert Y for use in most applications. Set the Height Source to Average RGB, and the Alpha Field Set to 1.0. I generally set the Height Scale to 2, for subtle surfaces any more than that can make the normal vector differences too sharp. If the scale is still too high at 2, I usually lower the map influence in the shader.
* Please note that height values may differ with the latest versions of this plug-in. The tutorial files were created using an older version where 2.0 was a good height value. Newer versions of the plug-in may require smaller values of .4 or .5 to match the results in this tutorial. The resulting normal map should be fairly subtle. See the example downloads for details.

18.) Creating the Specular Texture: With most of the work already done for the height map, I'm just going to start with what I've got already for the specular. In this case it's going to be pretty easy.
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The height map already separates the values really well for what I'm looking to achieve. The wood should have very little specular, while the paint should have a light semi-gloss feel.
- Start off by duplicating the NORMAL Group and renaming it to SPECULAR. Delete the Debris_MaskSource inside.
19.) Just Add Contrast: Create a Curves Adjustment Layer at the top of the SPECULAR layer stack and name it "SpecCurves". Create an anchor in the lower corner and pull it down to drop the lower mid-tones and shadows. ( See Diagram Below ) Create another anchor in the top right and drag it up a little to replace the highlights that we just dropped. That's it.

20.) Render: I rendered out a series of images with different settings for comparison. A diffuse pass, a combined diffuse and specular, and diffuse and specular with normal map lighting.
- Settings: Spec Intensity = ( map * 0.6 ); Spec Power = 20; Normal Depth = .6
- Roll over the following images to compare:
Diffuse ( regular ) and Specular ( Rollover ):

Specular ( Regular ) and Normal Mapped ( Rollover ):

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