This tutorial will cover the bases of creating, Bump and displacement maps to add details to the textures.
First of all we need to understand what Bump and displacement are and how they work in D|S.
Both Bump and displacement are used to add details on the mesh (a jewel, a seam, roughness to a surface....), to do so they both use a grey scale map going from black=min depth to white=max height.
A Bump map will fake depth difference by adding a shadow on the surface according to the scene light while a displacement map will actually distort the mesh : push vertex up and down according to the map.
In our dress example, we will be using a bump map to enhance the leather details and add a little spider jewel with a displacement map.

Make a Bump map in your 2D application : Start with the diffuse map (texture) you made in Tut1, duplicate change to greyscale and adjust (contrast, glossiness....) till you get something similar to this :

Save to your texture folder with a new name : MD-Dress-Bump.jpg
Now in D|S apply to the leather parts of the dress :

Render to see the effect and adjust settings to your liking.

Paint/paste a spider on a new layer of your diffuse map. Check in D|S (Tut1 part 4) untill you are happy with size/placement.
Make the displacement map : Duplicate the layer with the spider and adjust till you get something like this :
IMPORTANT : Your spider have to be exactly on the same position on all the maps

Add a black background and save to your texture folder as a new file : MD-Displ.jpg
Back in D|S apply the displacement map:

In this case we started with 0 as minimum as we only want to raise the mesh. So D|S will read the map as following : black= 0=no move to White=+0.2 cm=push the mesh up 0.2 cm.
On the following render I removed all texture maps to better show the effect of the Bump and Displacement maps : see how the leather crease are shadowed and how the spider "pops out".

I think we're done Save as a "materials preset" in D|S for a later use.
Happy Texturing.