To correctly check the orientation of the Normals, activate the Face Orientation option in the Viewport Overlay menu of the 3D Viewport.
Video Transcript
To correctly check the orientation of the Normals, activate the Face Orientation option in the Viewport Overlay menu of the 3D Viewport.

If a face is oriented towards the camera, then it will appear in blue. Conversely, if it's oriented the other way, it will appear in red.

In the example I am showing on video, the ring below the seat of the chair was made by Beveling from a Curve object subsequently converted into a mesh. In Solid view, it appears correct. However, by activating the Face Orientation option, we will notice that the Normals were not calculated correctly.

Simply switch to Edit Mode, select all, and use the Flip Normals tool or the Recalculate Outside tool to correct this error.

