From 3d max I export a 3ds file and load that into Unity.
Here's my instantiate in Unty: PlayerShip = Instantiate (PlayerShip, Vector3 (0,0,0), Quaternion.identity);
My model displays in Unity backwards with the nose point down the negative z axis (180 deg on the y axis).
I've tried rotating the model in Max but it still instantiates pointing down the negative z axis.
Here's the kicker thats further confusing me. I have both the unrotated and rotated meshes meshes in Unity. If I drop the meshes in the scene window the orientation is correct with one pointing down the positive Z axis and the other pointing down the negative z axis.
I how do I correct the instantiation or the model mesh?