There is currently an issue with the blender mesh exporter causing binormals to be incorrectly calculated when the mesh has mirrored UVs, or in some other cases. This causes the normal map to display inverted, so bumps become dents or vice versa. This is immediately obvious if you try to export the human body mesh that comes with the blender templates. Although I am not 100% sure, since the arm UVs do not share the exact same space, but they may both be mirrored. Either way, seam lines appear on the upper arms near the shoulders because of the incorrect binormals.
The blender exporter does not account for mirrored UVs/textures on certain geometry. This is because the exporter does not take into account the bitangent_sign to correct the binormals when exporting a mesh. I have put together a fix on the exporter script, however I have only tested it exclusively on Blender 2.79. Here's what the body exports look like:
Left is the current blender exporter.
Center is what ships with the game
Right is the blender exporter with the fix.
On the far left you'll notice the face looks strange and some seams along the arm and shoulders. On the right, the seams on the arms and shoulders appear as they should but the head is brighter, and the seam on the neck is still obvious. I am not sure what is causing this, but it does not seem to be an issue with mirrored UVs, perhaps its because the head uses a second uv layer or maybe I did not account for something, I don't really know.
This issue does not only happen with custom races either, it can happen if you make anything with mirrored geometry and you don't change the UVs. I made a pair of boots where one boot was a mirror of the other and there were little plates on the boots that are supposed to 'pop' outward. On the non-mirrored boot it works as intended, but on the mirrored boot it was inverted.

After running it through the exporter with the fix, both boots came out correctly.

I have added a fix in the attachments called "OgreExport.zip" just replace the OgreExport.py in the kenshi blender exporter folder with the one in the zip. Make sure you backup the original script just in case. Then load up your models and re-export them as you would normally.