correcting orientation in 3d max for import into unity?

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?

Yeah there is this problem with Max to Unity ALOT! I blame max as it's a soleless piece of software lol. What you need to do is select your object and go to Heirarchy (which is two tabs to the left of the create tab with your standard primitives in) and click "affect pivot only" which will allow you to move and reconfigure it's axis. Then adjust the pivot and re-export until you have it just right.