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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?
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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?
1 Answer
1- 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
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