Alright I have to do some work and present it in an online 3d viewer (left), I'm not sure what it is but it doesn't seem special but I don't understand why it looks so different in Substance Painter (Right). It looks fine in ue4 and marmoset so I'm not sure why is there artifacts in the renderer. I'm I just beeing stupid and forgeting something.
Replies
There is something wrong with the way the mesh and texture normals are interacting with the lighting. This could be down to the assets or it could just be that the renderer / shader are shit.
My first test would be to remove the normal map and see if the artefacting still occurs
Try that and post back here with the results
Looks like the viewer does not support the same tangent basis that you baked with. Many tools use Mikktspace, but not all.
http://wiki.polycount.com/wiki/Normal_Map_Technical_Details
Regardless, the colors in the normalmap are quite extreme... areas of bright green and red indicate a large disparity between the angles of the lowpoly and the highpoly. You should try to reduce these, see the Stickies in Technical Talk.
You should still reduce those extremes in the normal map. If you need lower texture resolutions for mobile web, the shading will get much worse as the texture MIPs down.