Terrible shading errors using normal maps


I have some issues using baked normal maps. Any tougher gradient gives massive shading errors, no matter what I do. The only solution is to use hard edges with UV splits at higher degrees.

Baked a simple box, left side has soft edges, right side has hard edges.


As you can see it is perfectly fine in Marmoset. (or at least perfectly usable)


I used 3ds Max to bake it. Any idea what should I do? Is it not possible to bake normal maps in Max anymore due to the MikkT tangent bases? I thought if you import the tangents the engine will sync to it (mostly).


What compression setting is your normal map on?