Blender screwing up normal maps from Substance Painter? I have been using blender for a bit and ran into some weird issues when using Normal maps from Substance Painter and have no idea why.




In software such as Sketchfab they show up perfectly fine with no visible deformations in the model



But in Blender the normal maps makes it look skewed and not flat per say.
Here are the nodes that I use with blender



And here are the export settings in Substance Painter if it helps



The normal map that I export from Substance Painter is in OpenGL format.
I use Blender version 2.79 and have had the same issue with Blender Eevee.

Otherwise is there a specific node setup that we should use in order to get the same results that we see in Substance painter?

Thank you for your time.

Edit 1: Here's all the Texture maps used
Unfortunately, we can't see your image texture nodes, which makes me think you don't know there is an important setting there, that you need to set up properly depending on the kind of map you're using. But as I can't see, maybe it's not the answer either.

As explained in the Blender Manual - Image Texture Node:
You have to set the color space to "non-color data" when your texture doesn't output color info for your material. Normal maps must be set as non-color data (as well as metallic, specular and roughness).

If you're curious on understanding the difference between "color" and "non-solor data" color spaces and why use one or the other, I suggest you read this topic.