Imported model from 3DS Max looks inside out in Unity
I've imported my 3DS Max model into Unity and it appears to be inside out... as if the textures are rendered on the wrong side of the polygons. I suspect it has something to do with Max's export settings which the online manual doesn't even try to explain. I wasn't sure what all of them were so I made a bunch of educated guesses, and I didn't mess with the advanced stuff. Any advice on how to get it to look normal?
Also, when I do get it looking right I'll need a way to apply the model's alpha map and diffuse map as two separate jpg files. It looks to me like Unity will only let me apply one opacity-capable image to serve as both the alpha and diffuse map. I can put together a png if I really need to, but I'd rather not if there's another way?
Answer by Kali2048 · Oct 09, 2015 at 01:41 PM
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save your skinning if any
with your model selected go to Utilities > Reset Xform
collapse back to editable poly
reload your skinning if any
re-export to unity
2. The best way to use diffuse and alpha textures is with PNG or TGA If you MUST use your JPG then you'll need to find a shader that has a slot for each texture
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