Baking normal map issue (result is not as expected...)

Okay, I really don’t know what the problem is anymore.

I am working on a giraffe and for some reason the normal maps are out of control. I think it has something to do with the tail but I really don’t know what the problem is.

Let me give more detailed information:

  • I started of with a cube, did some extruding and added a subsurf mod and then I started sculpting the model
  • I added a new object and this object became the retopologized version (or the low-poly version)
  • I started rigging a bit and then I unbinded the rig
  • I put in some seams and unwrapped the model

And now we’re here. Stuck. Let me show you what the result of baking a normal map is:


So it looks like blender thinks that the tails are “displacement” on the legs or something, and so are the legs for the other legs. Is there any way to avoid this issue or is there something else going on and can this issue be solved?

Oh, and I tried ray distance on 0.000, 0.500, 1.000 and some other values but nothing works. I am also using Blender Cycles and Space is set to Tangent.

Is there any information I forgot?