Make sure you don't have any overlapping UV shells when baking, or the software will try to place 2 sets of information in the same spot and cause errors. Offset any overlapping shells by 1 unit in the UV editor in any direction.
If this isn't the issue, it's probably not your UVs that are bad but rather your mesh normals or the method you are using to bake the normal map.
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If this isn't the issue, it's probably not your UVs that are bad but rather your mesh normals or the method you are using to bake the normal map.
Check out this thread. That should help you begin to understand the problem you are having.