Abnormal shading artifacts

HI!
Recently I’ve benn trying to get into high/low poly workflow.

My main issue is that when I bake the normal map and set up the material in blender it creates unexpected artifacts that dont seem to appear in other software.

The high poly mesh is mostly the same as the low poly but with beveled edges.

I’ve decided to get the bottom of this problem and tried to export it with different file format and different settings. Now I created a simple shape exported it to subtance painter and baked the textures and put a simple smart material on the mesh. After all this I did 2 renders with Iray and it looks as expected. The unreal engine also created good results.


Then I exported the textures and set up a simple pbr material in blender. But when I do the render in cycles or eevee the lighting looks all messed up. The scene uses the same hdri as iray does and there are no additional light sources.

cycles:


eevee:

I’ve even tried to use blenders internal baking tool and it also created these errors.
I’ve narrowed the problem to the normal map. When I unplug it this problem goes away.

Could someone experienced with this, help me out, what I’m doing wrong please?

The shader setup:

Normal map is using sRGB. Use Non-Color.

Thanks, that indeed helped. I guess the new blender 2.80 layout confused me a bit.