How do I make my imported 3d model face the player?

I made a little 3d character in blender and imported him into unity, I added a AI script, but the character supposed to “face” the player, but instead the top of his head faces the player. No matter how many different ways I rotate the character both in blender and unity, I stil get the same result.37519-help.png pic and code included if need be.

var Distance;
var Target : Transform;
var lookAtDistance = 25.0;
var chaseRange = 15.0;
var attackRange = 1.5;
var moveSpeed = 5.0;
var Damping = 6.0;
var attackRepeatTime = 1;

private var attackTime : float;

var controller : CharacterController;
var gravity : float = 20.0;
private var MoveDirection : Vector3 = Vector3.zero;

function Start()
{
	attackTime = Time.time;
}

function Update()
{
	Distance = Vector3.Distance(Target.position, transform.position);
	
	if(Distance < lookAtDistance)
	{
		lookAt();
	}
	
	if(Distance > lookAtDistance)
	{
		//renderer.material.color = Color.green;
	}
	
	if(Distance < attackRange)
	{
		attack();
	}
	else if(Distance < chaseRange)
	{
		chase();
	}
}

function lookAt()
{
	//renderer.material.color = Color.yellow;
	var rotation = Quaternion.LookRotation(Target.position - transform.position);
	transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping);
}

function chase()
{
	//renderer.material.color = Color.red;
	
	moveDirection = transform.forward;
	moveDirection *= moveSpeed;
	
	moveDirection.y -= gravity * Time.deltaTime;
	controller.Move(moveDirection * Time.deltaTime);
}

function attack()
{
	if(Time.time > attackTime)
	{
		Debug.Log("Inset Attack and health loss here");
		var GUIManager : GUIManager = GameObject.Find("First Person Controller").GetComponent("GUIManager");
		GUIManager.AdjustCurrentHealth(-10);
		attackTime = Time.time + attackRepeatTime;
	}
}

//agressive enemy
function ApplyDamage()
{
	chaseRange += 30;
	moveSpeed += 2;
	lookAtDistance += 40;
}

(-z) is forward in unity. I would change it in maya because you don’t want to rely on code to change the transforms of objects, you can really mess others up and yourself in the future.
A little advice for you, try passing out arguments so you can start making more robust code.

    function lookAt(Transform anyPositionToLookAt)
     {
         //renderer.material.color = Color.yellow;
         var rotation = Quaternion.LookRotation(anyPositionToLookAt.position - transform.position);
         transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping);
     }