Specifically want normal maps for Damien Demon and the like
in The Commons
As I have the game developers license and this product is under that license and as this skin on this just won't work without the normal maps in games and grey scaling the bump map for normals just doesn't work, can the developers of this provide them.

Comments
You can make them yourself. I do that all the time. I use ShaderMap 3. You can create them from the defuse texture maps.
There are free alternatives out there if you can't afford ShaderMap 3. Just Google for them.
Please don't ask me to make things for assets I have purchased. Thank you.
Please don't ask for things that weren't advertised as part of what you bought?
DAZ products where designed as artist aids and are not optimized for gaming. If you choose to use them for games you need to be able to optimize them yourself.
I've had tolerably decent result making Normal maps out of bump maps using http://cpetry.github.io/NormalMap-Online/ (which is free) or Photoshop (which is not, but you may already have), and I think you can do it in GIMP (free).
I've made even better Normal maps with Substance Painter 2 (since it's more 'intelligently' generated following the shape), but that's a more expensive prospect.
hi, it does say on the storepage what types of maps are supplied with the figure/character,as it does not mention Normal maps, it is safe to assume there are none. as nDelphi said in his post, there are free programs available that can create any Normal maps that you require for the game engine you are using. i can think of 2 off the top of my head, there is a free Photoshop plug-in for creating Normal maps from nVidia , and there is xNorrnal (also free). xNormal is a very useful app, and does much more than just create Normal maps, with many options to create different Normal map formats for various other apps and game engines. the nVidia plug-in has fewer options, but still makes really good Normal maps, either from your Diffuse maps, or from various greyscale maps( Height,Bump, Displacement etc)