Yeah, that's how they should be looking!
A Normal is basically a statement of how light hitting the surface will be be bounced off, and this determines how we actually see the surface - because when you "see" any object you are seeing light that has already hit it and is returning to your eye. Normal maps give the impression of increased surface detail by changing the angle that light hitting the surface on a pixel by pixel basis, BUT the normal data is a "child" of the vertex normal data, i.e. the normalmap normals will be added to the vertex normals.
On your model the normals on the back of the jacket were almost lying flat on the surface, maybe some were even going back through it, which meant the light was being reflected almost vertically up or down along (or through) the surface of the jacket itself.
This means when looking at it directly on those areas would appear much darker than they should... the majority of the light is NOT being reflected back towards the observer. You would probably find as you moved around you model in the viewer there would be certain weird angles where those dark areas would suddenly become lighter. Like I said, generally you want your normals to be sticking out perpendicular to the surface as close to 90 degress as possible... this can be a problem on right angle corners which is why lighting can be a problem around edges, is why you will often choose to chamfer edges, and is in those kind of situations where edit normals is useful, and is the reason Shawn came up with the ww normal tools as well.
Here is a really nice little tutorial/explanation about normals on polycount:
http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial
A Normal is basically a statement of how light hitting the surface will be be bounced off, and this determines how we actually see the surface - because when you "see" any object you are seeing light that has already hit it and is returning to your eye. Normal maps give the impression of increased surface detail by changing the angle that light hitting the surface on a pixel by pixel basis, BUT the normal data is a "child" of the vertex normal data, i.e. the normalmap normals will be added to the vertex normals.
On your model the normals on the back of the jacket were almost lying flat on the surface, maybe some were even going back through it, which meant the light was being reflected almost vertically up or down along (or through) the surface of the jacket itself.
This means when looking at it directly on those areas would appear much darker than they should... the majority of the light is NOT being reflected back towards the observer. You would probably find as you moved around you model in the viewer there would be certain weird angles where those dark areas would suddenly become lighter. Like I said, generally you want your normals to be sticking out perpendicular to the surface as close to 90 degress as possible... this can be a problem on right angle corners which is why lighting can be a problem around edges, is why you will often choose to chamfer edges, and is in those kind of situations where edit normals is useful, and is the reason Shawn came up with the ww normal tools as well.
Here is a really nice little tutorial/explanation about normals on polycount:
http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial