n88tr, i took a couple of minutes and made a compilation with some variations of diffuse, AO and normal maps. I hope it helps you to see and understand the difference of the map itself and the see those maps in combination.
yeah, a Ao map supports the effect of a normal map and the other way around. I'm not a fan of crazybump .. in my opinion, it seduces to be lazy. Compute a specular and normal map out of your diffuse isn't the right way. The best thing would be, see for you self and experiment. As mentioned earlier, i use xnormal to bake…
Try using xNormals "Normals2Cavity" Photoshop plugin instead. Its located at the very bottom in the filters category in Photoshop. Make sure your y-channel is flipped correctly before executing it. Then paste that new texture into your diffuse map and overlay it with your AO at about 50-75% opacity. I would recommend ndo2…
It depends on your output. It's very common to use AO in a diffuse texture in a multiply layer. Generated on a 1-off texture, it's pretty much standard protocol. Games will also sometimes employ screen space ambient occlusion (SSAO), based on geometry, but it tends to be a little harder to control/doesn't look that great…