Blender exported model has reduced quality in Unity when normals applied

I know this topic comes up a lot in forums, however I have spent the last 2 hours googling it and can not find a solution for my specific problem...

I have exported this model from Blender, but when I import the model into Unity with normals set to "none" it appears as it does in Blender (see left image).

However, when I try to select import or calculate normals, it distorts the character mesh making it look less detailed and less human like (see right image).

I have tried messing with normals settings in Blender, tried changing quality settings etc. in Unity but I can not get it to look 1:1 with normals applied (obviously it needs lighting and shadows so I need it to have normals).

If anyone can provide assistance to fix this or a work around, I would really appreciate it a lot!

• Can you enable per-pixel lighting in unity? Because it looks like the usual artifacts you get from per-vertex lighting. – PeterT Aug 6 '14 at 10:19
• Hi PeterT thanks for the response. Yeh it does have per-pixel... although i'm using unity free so might not be as efficient as unity pro. That being said, the lighting doesn't have this effect other models i've imported into unity (assets that weren't created by me). – Bryan Aug 6 '14 at 11:14