A reliable workflow
Decode through the Normal Map node
Set Image Texture color space to Non-Color, feed Color into a Normal Map node, and connect its Normal output to the shader Normal input.
Use the UV map that baked the texture
Tangent-space normal maps require the image and material to use the corresponding UV map; a mismatch looks like distorted or sliding relief.
Adjust strength in the node, not the RGB
Strength belongs on the Normal Map node. Directly wiring RGB color to a shader normal bypasses the required vector decoding.
Build the Blender node path explicitly
Export a tangent-space normal map for Blender as lossless PNG. In the Image Texture node, use Non-Color so the stored components are not interpreted as display color. Connect Color to a Normal Map node, leave its space at Tangent for an ordinary UV-baked texture, and connect the node's Normal output to the shader Normal input. Select the UV map that corresponds to the source. Wiring the texture directly into a shader normal socket bypasses the required decoding and is not a valid normal map for Blender setup.
Verify orientation, strength, and geometry
Adjust artistic intensity with the Normal Map node Strength control, not by increasing RGB contrast in the file. Rotate a directional light around the material and inspect a known groove from both axes. If vertical relief is reversed, convert the green channel once and label the corrected normal map for Blender; avoid stacking an undocumented flip in several places. Seams that remain after a correct channel test may come from UV islands, mirrored tangents, geometry normals, or the original bake. Check the final render engine and mesh before regenerating the normal map for Blender.