Character normal map rendering problem

This is low poly character with baked normal map in 3ds max viewport.

But this is the same character with the same maps in Unity3d, default bumped specular material. It is not good…

Problem there is in both, 3.5 and 4.0 Unity.
FBX Import settings: Normal - Import, Tangent - Calculate. But actually, these options don’t matter, problem still here.

Any suggestions?

Problem solved, my G channel just has been invered. :slight_smile: It should be directed by Y axis.