The fun part is that now that you have the layer styles in place you can just go and adjust the size in pixels for the effect and play with all the other attributes within bevel and emboss, if you want to "carve" detail you just have to change the direction in the bevel and emboss from up to down for the red and green layer styles, you can blur the selections with gaussian blur to achieve smoother results.You can duplicate this set and alter the attributes again ... and do all kind of crazy stuff, its up to you to experiment.You can even place the layer sets on top of other normal maps and will display ok (just run nvidia normal map filter with the normalize option on the final texture).
Below I was fooling around for a couple of minutes duplicating the layer set i built earlier filling the layers within the sets with some selections and altering the attributes for the effects, the normals are not 100% accurate as if it was done with real geometry (because of the rendering done by the bevel and emboss style )but if you set the attributes accordingly you can barely notice it.
...try to make a normal map like this with geometry in less than 15 minutes ... I bet you can't :).
This technique was used for Peril (the bow)
wire
with nmap
and full textured model
Another thing you could do is to overlay two normal maps inside photoshop, I have seen a lot of people actually setting the blend mode to overlay and call it final .... this is not quite a good method and i will show you why in the next image; lets say we want to overlay the normal map in the right on top of the left one; you can see how the blue channel is looking for each map and how it should look for the combined image... but when setting the mode to overlay because the blue channel is almost white it will completely wipe out any detail in the blue channel and the composite normal map will look wrong.
Below is the final composite map when set to overlay; we are entirely wiping the information about the normal component so the overlay mode for blending is a NO NO NO :)
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