Need help with a clean Normal map for a character in Blender First of all thank you for your time reading this.

I am new to Blender and I managed to make my very first character.
my low poly mesh has been created and I sculpt one for more defined details.



But the problem is, I can not seem to fix the baking process to get a nice blue normal map, and I am not experienced enough to know how to fix this.



Some of these parts are inside the mouth, so can I just remove them?
Since I will be using textures for the teeth and tongue and mouth in general.

I think my main problem is with overlapping meshes.
Does any more experienced blender artists know how to deal with this?
And can take a look at my file:

https://www.dropbox.com/s/ecoxbtog60wwc6h/Ossy.blend?dl=0

This character will be used in animation so maybe this isn't all necessarily.
Thank you all for your time and I hope to hear from anyone soon.
Most likely, the overlapping geometry is rendered in the baking process, there's a method called explosion when you do baking, which consider you taking apart each element of your mesh. Here's a example:



Since your model is simple, you can do this manually, by duplicating your model, and separating each mesh element, you can do this easily by pressing L on edit mode, which will select entire elements, and move them apart. After you done this, test to bake it again and see if you get the clear results you're after.

After you have your map baked, you can delete the exploded mesh and return to the original one, finally applying the normal map.

Would recommend you to Apply Rot &amp; Scale (CTRL+A+Apply Rot &amp; Scale in object mode), and make Normals Consistent (CTRL+N in edit mode) before your baking process, generally many problems can be fixed with this.

Cheers,