correct normalmap pipeline 3dsmax -> Unity3d

can someone who successfully brought 3dsmax rendered tangentspace normalmaps to Unity3D explain what are the exact steps required to get normalmap as well as model from 3dsmax to Unity3D so that it will be displayed correctly and without any artifacts?

we tried many different things and still get slight artifacts along UV seams.

In Photoshop invert the Green channel of your normal map, see if that works.