An AO map as Henry said essentially produces a black and white image containing shadow information, this is usually used when creating a Diffuse texture as a seperate layer thats blended in.
I will probably take the AO map and duplicate it, blur one them and combine it. I just like the effect it produces.
A Normal map produces a blue and pink image that contains lighting information that when applied to a low poly model adds extra details giving the impression of much higher detailed model.
A good example of what I am doing is shown here, though it appears to be a Maya tutorial.
[i]http://images.google.co.uk/imgres?imgurl=http://i57.photobucket.com/albums/g237/goat987/AO11.jpg&imgrefurl=http://www.game-artist.net/forums/spotlight-articles/1317-tutorial-ambient-occlusion-maya-alchemist101.html&usg=__Yoo-IKcPIuMRII1IbXp0GC39c_c=&h=387&w=713&sz=211&hl=en&start=9&um=1&itbs=1&tbnid=u0ptPJUyOIF6xM:&tbnh=76&tbnw=140&prev=/images%3Fq%3Dao%2Bmap%26um%3D1%26hl%3Den%26sa%3DN%26tbs%3Disch:1[/i]
Both of which can be baked from a high poly model to a low poly model. Sorry if I wasnt clear earlier, its been a long day.
[url/]http://www.3d-for-games.com/forum/index.php[url/]