The technique used is displayed on the blender3d website http://www.blender.org/cms/Normal_Maps.491.0.html
Sorry I don't have time to go through the blender interface right now, so if you are new to Blender 3D stop at http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Blender_Interface first.
Ok. To get things going I chose a simple metal plate texture to normal map.

The one thing you need to know is that it is a special MATERIAL which makes ANY 3D object RENDER as a mormal map.

To keep things as simple as possible, all I did was put the texture on a plane to use as a guide (billboard style) and put another plane just in front of it which I subdivided and shaped to match the metal plate. Here is the plate with just a few subdiv's

Here you can see how easy it is to use the brush selection tool (in edit mode press
b twice, ESC to cancel) and pull or push vertices around. I used as much subdiv's ad my lame videocard could handle for the actual normal map.

Let me remind you all that you can use ANY modeling techniques or tools in blender for this, just apply the normal map material and it would render as a normal map.
To reduce the polycount i merged a lot of the vertices in the middle. It was a bad move but I had to do it to make the slowdown on my PC bearable

Here you see me pulling up the bevel and rivets.

Render and we're all done. 10 minutes well spent



Here's a link to the blender file:
http://xoopstuner.com/nex/normal-256x256.blend
YOU CANT SAVE NORMAL MAPS IN JPEG OR OTHER LOSSY FORMATS so here's a link to the normal map as a TGA:
http://xoopstuner.com/nex/d_drkmtl_mpanel_norm.tga