its a realy pain in the ass, because uses uv match proces to create the map, this give you a bad problem with the seams of the texture, this is because uses the poligon normal to calculate the values, and when you flip the map or the uv’s, the values dot match, because the normals in the map are diferents to the normals in the model, to avoid this try to bake your normal max in 3d max, this uses a raytrace mode and gives you a better map, use the decimation master to create a hi poly to uses in the proyection.
Try to search a tutorial, this will give you a real normal map, with a realy good look.