Normal map issue, turns mesh shiny

Hey.

I had a little issue with normal maps recently,
I made a High Poly model, and then, with marmoset toolbag, I baked the normal maps, but when I apply them to a new material in Unity, this happens.

The smoothness of the material is set to 0, so, it isn´t supposed to be shiny.
I´ve been working on other models, and the clothes of this character is the only one to have this issue.
The low poly normals are correct, i´m only baking the normal map, but I don´t get what is happening.
I´m working on OpenGL, every normal map works the same.

Again, the uvs are correct, every other map is working fine, the issue is when I apply the normal map.

I would appreciate a lot, if anyone could help me with this issue, it´s for my job, and I need a solution as soon as possible.

Does the baked normal map appear in the project tab as a file? Check the import settings and make sure the texture type is set to “normal map”. I’m not sure what the difference is, but I guess Unity needs to encode the normal map differently than regular texture maps.

Also make sure you’re baking the normal maps in the correct orientation (make sure the flip x / y / z check boxes are not checked) and tangent space (should be using Mikk / xNormal on the mesh).

Thanks kdgalla, yeah, the files are working with the “Normal Map” Texture type, but it keeps showing this issue

Thanks bgolus, I´ve tried with several baking tools.
Xnormal, marmoset toolbag, Substance Painter, Zbrush, but the problem persists

One last thought … do you have a normal map scale set on the material? That’s the number to the right of the normal map when using the Standard shader. It kind of looks like what happen if you set that to something way too high. Make sure it’s set to 1.0.