Normal map baking doing something wrong I've been wondering around in several forums since yesterday trying to fix my issue, with no succes.

I am modeling a golem for a project and I'm having some normal baking problems with it. 

I first did the low poly one (not a workflow I'm used to). Then, when the result was good enough, I rigged it, duplicated it and subdivided it to make some stone details via a normal map. But when I try to bake normals from the high poly to the low poly one the normal map seems wrong.





The two golems are pretty much the same, I did a simple subdivide to make sure I don't have to create many holding edges to keep the mesh straight and the only thing I changed are the sculpt you see in the down left corner. These changes are okay, but any ideas why I can see all of these edges? I repeat that only one thing has changed in the mesh. For those that are wondering, yes, I tried brute forcing the distance and bias parameters. But in order to see the changes I kind of must keep these where they are. 

I would like to know if any one of you guys have any ideas about why is that hapenning and if you got any ideas for fixing it. 

For information, i'm using the Blender Render and I stacked one mesh to another of course.
just smooth your low poly mesh before baking:

Edit mode -> 'A' to select everything -> 'T' for tools sidebar -> Go to 'shading/UVs' in the sidepanel -> Under faces press 'smooth' 

Don't worry about edges being soft when you bake a normal map onto it, it will give it it's sharp look back when the normal map is applied :)