Why are you confused? : )
Unity (engine used by VAM): OpenGL Normal Maps
Other format available (other engines): DirectX Normal Maps
I can't deduct what your normal map format is at that level of detail... especially without knowing the "intentions" of the normal (what is a bump or what is a hole).
But as I was saying, the normal map only contributes to the feel of the "bumpiness", even if your normal map was wrong, you wouldn't have black faces.
To be clearer
@baster , because there are a bit of translation issues here. The "normals" on a mesh, are the vector information pointing out from a face or a vertex on your mesh. The normal direction (if it does outwards or inwards from the face), defines how the face is oriented.
View attachment 464692
View attachment 464693
In blender the red faces (when you have the proper options enabled) are the back faces and the blue the front faces. And in edit mode, the blue streak are the vectors of the normal.
Ensure your mesh has proper normals.
Also, you are looking for support... so please, show shots of your model in blender or whatever software (potentially one with and one without normal active), shots of your UVs and shots of your result in VAM. Discussing a model/modelling issue without the final aspect is always harder without context.