Normal map looking weird on mesh I've been studying more and more about creating normal maps and texturing the mesh.
However, I can' t really find a solution for my question in the Internet and I was wondering maybe you could help.

Here's the problem. I baked the normal map for the mesh by creating a duplicate of the mesh and making some details on the duplicated mesh with multires modifier. However, the normal map creates really weird shapes on my mesh.
I was wondering and read that the problem can be caused when I have small amount of seams when creating UV map.

Also, there are some really weird holes in my UV map, might it be caused due to fact that the meshes aren' t at the same exact place?

Here' s a pic for illustrating my problem:


Here's a little bit better picture of the problematic place of my mesh + additional view of my material nodes.


The problem is somehow associated with the neck of this humanoid. I made a duplicate of the face and just raised the level of the multires modifier. Whenever I raise the level of multires subdivisions, it will look like this. When I remove the modifier, it won' t affect the mesh.
I was struggling days to find out what caused the problem with baking normal maps and think I found a nice solution. I could have used much easier way to bake normal maps for my mesh.
To bake normal map for my mesh, I needed to do the following:


Have only one mesh for baking normal map
Use multires modifier on that object
Raise the levels of subdivisions as high as I need to have nice details
Once I've created details in sculpt mode, go to Cycles Render Engine
Go to "Render" tab and open "Bake" option 
Make sure that "Selected to Active" is disabled (becaused baking normal maps with this option is based on other method)
Change "Bake Type" to "Normal"
Hit the "Bake" button and be happy to have good normal map.


This way of baking normal maps for mesh is usually used when your mesh has fine topology (the mesh consists of square-shaped faces and not triangles), because multires modifier will subdivide all faces and mesh that consists of triangles, will deform the mesh alot. However, it's easier to subdivide squares and it doesn't cause any problems this way.