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Personally I create bump map textures with VTFEdit. Just feed it a heightmap (an image where the brighter the pixels are, the "higher" it is, e.g. someone's belly button would manifest as a darker spot on the heightmap) and check the generate bumpmap option.
I don't have the image I used as the heightmap anymore, but it's pretty similar to the base texture. The main differences are it didn't have baked AO yet (the belt's shadow around the pants' waisband for example), and the Midnight Riders logo wasn't on the shirt.
You can basically take the base texture and modify it a bit. Make it greyscale. remove whatever doesn't have any actual physical shape (text and logos on shirts), and just generally make crevices darker and bumps brighter. Make buttons a white circle, y'know, stuff like that. Then, save that image, preferably in a lossless format like PNG, and import it in VTFEdit. In the general tab, check Generate Normal Map. Save the results as a VTF.
Technically, all you have to do now is place that new VTF in SFM's materials folder, preferably next to the material and base texture it'll be used in cunjunction with, edit the VMT to use the texture as a bump map, and voilà: http://imgur.com/a/HRiRD
Valve developer wiki's page on bumpmap implementation: https://developer.valvesoftware.com/wiki/$bumpmap
(seriously, that site's like a bible for us Source modders :P )
VTF P € dG?=Z?dG? @
xÆÖµþûëßxÆÖµÿùëÝxÆÖµÿoëwxÆÖµ¿ïë÷XÆÖµßëêŸXÆÖµ}iê¿7¾ÖµêË£îxÆÖµõïû÷xÆÖµßïû_7¾ÖµºÊãë7¾Öµê£Ëë7¾÷½ö¢Ë÷xÆÖµßëûþXÆöµÝKyXÆÖµw«iíxÆÖµ÷ëï¿ÿÿ ƾÿÿÿÿÿÿ ƾÿÿÿÿÿÿ ƾÿÿÿÿÿÿ 8ƾþ»W»ÿÿ 8ƾ¿þÕïÿÿ,
stuff like that. I tried to open it with notepad and that didn't seem to work, I'm also sorry this is dragging on for so long. :L