Tangent Normal Map produces reversed effects

I've created Tangent Space normal maps in Blender (from hi-ploy sources) to apply to my objects. However when I bring the object into Unity and apply the map the textures appear reversed; concave areas appear convex etc. The Normals themselves are correct and render correctly in Blender.

How do I get the Normal Maps to display correctly?

Cheers

psullie

Blender uses the opposite Red and Green for normal maps. You have to flip the red and green channels to meet the industry standard.

http://forum.unity3d.com/threads/35110-Normal-mapping-flipped.?highlight=Normal+flipped

http://forum.unity3d.com/threads/23177-Normal-Maps-vs.-Hi-res-Meshes

http://wiki.blender.org/index.php/Doc:Manual/Render/Bake (At the bottom of the page)