Normal map corrupted after photoshop export?

Hello, I’m not sure if I picked the right category. I’m fairly new to blender and 3D art alltogether and I may be missing something. I baked a normal map from a high poly sculpt. It looks good. Once I open the normal map in photoshop and re-save it without any modifications (RGB, PNG - I actually tried all kinds of settings), when I apply the normal map in blender the lighting gets weirdly distorted (the right side of the mesh is not the same as the left one, but the normal map is applied).

Snímek obrazovky 2021-02-24 v 16.12.53

I originally thought I made some other mistake because I tried to join two normal maps in photoshop (add a detailed normal map to a rougher one) and it always showed this weird seam. Then I noticed my modificatons didn’t cause the issue. Maybe I do something wrong at exporting? Maybe I’m doing it wrong all the time but I didn’t find a better solution. I would like to add details of hair for my horse mesh but I couldn’t sculpt it because my computer can’t handle it anymore. So I took the uv texture and placed a hair texture on it from which I made a normal map in crazybumps. It looks good. But I can’ join the two maps.

Thank you!
BTW I totally fell in love with blender. If I should use only one graphic editor for the rest of my life, it would be blender!

Hello!
Thing that comes to mind is that you might have set wrong Color Space in the Texture Node? Normally you’d want Linear for Normal Maps, but if they are saved wrong they work with sRGB instead. I think, it happens when exporting a baked map from Blender (with default settings).
…that’s the extent of my knowledge on this problem though, sorry if it doesn’t help :sweat_smile:

Jeez now I feel so dumb! Thank you. I didn’t notice it changed the color space on its own after reuploading the image.