As @Neox said, if you're using normal maps, you really should not need to do anything special like transferring custom normals or other convoluted workflows. Make sure: * Your triangulation matches between modeling app, baker, and target engine * Your tangent space matches between all apps (generally this is Mikktspace…
In my experience it's only Unreal engine where Mikktspace matching allows you to care less of shading gradients. It looks more or less same as in Substance bakers. Unity is not that good last time I tried. Any sharp light angle + shiny material and you instantly see those shading gradients with normal map or without. Any…