You can produce the same kind of Cavity Map as the EMB using your normal map in Photoshop, but XNormal is nice because the result is cleaner and automated. At this point, I open up all my maps in Photoshop. I use the Ambient Occlusion as a base, and on top of that, I'll place the EDT Cavity Map and set the layer's blending mode to "Screen" or "Soft Light" (use whatever you like). This will help neutralize the darks from the Ambient Occlusion map. Then I place my EMB Cavity map Untitled…
xNormal is an application to generate normal / ambient occlusion / displacement maps. It can also project the texture of the highpoly model into the lowpoly mesh ( complete texture transfer, even with different topologies ).
Brian Burrell shows his rendition of his favourite Russian Mi-24 Hind gunship helicopter, which was created in Maya for modeling, Mudbox for cleanup and 95% of the sculpted detail work as well as part of the texturing component. In addition, Brian also used Photoshop, Xnormal, Ndo2 and Crazybump for texturing, AO and normal map generation. Maya LT was also used to bring the model down to under 25K poly count - at 24972.
Game Version. Retopped in Modo, Texture Painted in Substance Painter and Photoshop, xNormal for Normal Map Baking. High Res Links : Color - https://www.dropbox.com/s/xo9nvh5z15vqlmc/GameRes_Color_MarmosetRenders.jpg?dl=0 Wireframe - https://www.dropbox.com/s/8ld9uc8ynimdbx0/GameRes_Wire_MarmosetRenders.jpg?dl=0