So I've been battling with the Cycles Render, trying to bake normal and ambient occlusion maps for each object I have created. However, I have been receiving the following results:
I have been baking the high- and low- poly objects within the same coordinates, selecting the High and then Low objects in order. This has been done in 2.73a of Blender, in case that also needs to be known.
U
> smart UV project or lightmap pack to quickly get a map without any overlaps (I'm not sure if yours does from the screenshot). Note this will overwrite your UV's so you might want to test this on a new UV map. See blender.stackexchange.com/q/24398/599 $\endgroup$