I have little experience in baking normal maps and this piece is giving me a big headache.
How should I layout the UVs and how should I approach baking such an object? Below are my highpoly, my lowpoly and my really bad result so far. I would really love to get some help here. I used Blender so far for baking my maps and recently tried xNormal but sadly with the same result.



Replies
They is a whole breakdown of how to fix this problem. http://www.polycount.com/forum/showthread.php?t=81154
This waviness can be cleaned in any image manipulation programm, just use a smudge tool to clean them up a bit.
NEVER do this. It breaks your normal map accuracy and you should never have a reason to do it if you bake it properly in the first place.
never do this, there are always better ways.
to the op add more geo to the LP to reduce the waveyness, build a proper cage, azd you will also want to add uvspilts at sharp angles in your mesh.
Yep, if you kill one of those 2 edge loops on the inner section, and then add more edges/roundness to the actual shape of the pipe you'll get less waviness and the asset will look better, as it will be rounder. Normal maps can't fake roundness unfortunately.
Also, don't spend too much time worrying about what the normal map looks like in 2d, always view it in 3d to check for issues. Something that looks off in 2d may actually look better in 3d, slight waviness can look better from certain angles for instance.