I used Xnormal to generate Normal and AO maps. In order to solve any problems caused by separating the model, I used the low res model in Maya to generate a whole AO map and overlapped them (Fig.13 - 14). Then I fixed some minor problems in Photoshop, and the final Normal and AO maps were completed (Fig.15).
The Diffuse map can be seen in Fig.16:
A. I made the base color by referring to the Normal map
B. I overlaid the basic texture of various materials, and increased the wear of the dark armor
C. Next I increased the stain, scratches and general details.
D. Finally I adjusted the AO hue and the transparency, set the Normal map to Multiply to create a Cavity map and adjusted the overall hue and contrast of the map.