Blender (Cycles Render) Normal Map Baking goes wrong Who I am and what I do:

Hello People! 

I am fairly new to 3D modelling (still using 2.79) and at the moment I am working on
an M1 Abrams low poly tank (around 4600 Tris). 

What I want to do is use a copied version of the low poly tank to add extra detail to it and then bake a normal map from the high to the low poly model.

I am used to the baking procedure in cycles render with small objects (like a cube for example). That means I am familiar with the setup (image, node etc.), ray distances and so on. Let's say the basic of basics of baking a normal map in Cycles Blender.

The Problem:
It starts right away. I moved the copied tank (haven't added any detail to it yet) to the same position the low-poly has and I get this as a normal map:



What do I expect:

I thought that the rays will find no difference (surface) at all because it is the same model, right? So the image should be blank. Instead I get a lot of stuff and artifacts on it.  

What I've already tried:


Playing around with Ray Distances (From 0 to 1 and between).
Added smooth shading to high and/ or low poly model
Removed Doubles, Rotation &amp; Scaling


If somebody can help me?

Thanks!

Have a nice day.
Your normals are inverted. Some of them are broken appart (they are not united) try going into edit mode and move them, you´ll see how they get appart and break from the original mesh. You got all traces needed since the normal map already tells you where this is happening. ALT+M will join vertex together (choose AT CENTER).

Another solution is to check out the normals. Definelty looks like the ones you have problems with are INVERTED NORMAL faces. Delete them from your model, recreate them in EDIT MODE and then select your object CTRL+N to average normals while in edit mode. Hope that fixes. It will certainly.
Cheers.