Top left is the normal map, right is the diffuse. Bottom left is diffuse+normals, right is diffuse only. The textures are 256x256 scaled at '2' in raidant (large, normally blurry). However, the normal map is not designed to enhance the diffuse like you usually do, but just a noise pattern rendered into a normal map, in a much smaller scale. This sort of creates the same effect as detail maps do. This approach is far from perfect, and the example made in a haste

some useful reading on the subject:
http://blogs.msdn.com/shawnhar/archive/ ... tures.aspx
http://www.opengl.org/resources/code/sa ... ode88.html
edit:
oh gah, forgot to mention; this way also requires decent res light mapping and a fairly sharp angle of attack for the main light source.