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I found this tough at first too. I always do my baking in Substance Painter 2 rather than in Blender, I never did get on with doing this using Blender... I have heard Xnormal is good too and something that is maybe worth you having a look at.
The reason why your normal map seems inverted is probably due to it being in the wrong format.
Normal maps can be in Open GL or in Direct X format.
They are exact opposites of each other and can be converted from one to the other.
In Substance Painter I can pick which format I want when exporting. I think you might be able to invert it in Blender with the right node set up, Xnormal would probably have an option for this too.
Blender uses Open GL and will, AFAIK, only generate normal maps in this format when baking.
Another bit of advice for getting clean normal maps, triangulate your low poly mesh and set the entire mesh to smooth shading before baking. This tends to avoid another issue with how different software deals with quads that can also affect(mess up) normal maps!
I never use cages in Substance painter, it uses a face normal average to avoid the need for cages, though they can be used if ever needed. I don't know if Xnormal uses this method or not?
https://www.youtube.com/watch?v=O1mHBt0bjAI
It shouldn't be this difficult to make a normal for a crate. I get some people want to generate maps based on 'real world' designs but this isn't a good approach for things I want to make due to custom designs, etc...
So far having no luck.