Having issues baking normal maps for this small pot, how can I fix it? I'm trying to bake a normal map for this small pot mesh I plan on texturing later, but the resulting normal maps present lots of issues around the edges.



I've tried baking from a higher poly model to this lower poly version and with only the lower version, as well as changing the ray distances from 0 to 0.01,0.1,1 and 10, without sucess. I also tried a lot of different edges and bevels along with other ways of UV unwrapping but can't get it work. 

Here are some pictures of the low poly mesh with and without the Subdivision:




The UV for the body.


The higher poly is the same with more subdivisions. 

I understand that the indentation near the base can cause issues since it's very small (the whole pot is scaled realistically, and around 17 cm in diameter), but the remaining edges are also having issues and I don't understand why. 

I can post the Blend file, if more information is required.
Normals around edges tend to look funky because it is  where there is the most visible difference between objects. In this case, it may depend more on how closely the edges of the the two objects are aligned. 

Perhaps I can respond better to your question if you share what the lower LOD object looks like with the normal map. 

Similar issues related to Normals and visible seams in renders include the following: Make sure the normal map is non-color instead of RGB at the bottom of the node. This is a common issue for visible seams. Also, other programs such as Unreal use a different standard for normal maps where the Y axis (green channel) inverted from what is standrd in Blender, which also makes seams visible and incorrect shading in the final bake. I see from what you've shared this isn't about the render view, but it's helpful to have this info for anyone with related issues.