I'm having a hard time to get my normals to behave exactly how i want them. Maybe someone has the knowledge to guide me in the right direction. My normal maps work exactly as intended in marmoset and substance painter, but look pretty different in Unity (URP) maybe the tangent space is just too different or something idk.
Here's the model with normal map in substance
Here's the model with normal map in marmoset (mikk tangent space)
and here's in unity
It's not a huge deal but when cell-shaded it becomes a problem