Importing 3ds max object, textures for mirrored parts are inside-out.

I’m new to unity.

I’m using 3ds max 2012 to create game characters. (for now, just hobby)

The game character is consist of multiple 3ds max objects.

And right arm and right leg are created by mirroring left counterparts.

When I import the game character, the textures of mirrored parts are inside-out.

How can it be fixed?

This is what 3ds max displays the character:

alt text

And this is what unity object preview displays:

alt text

Notice that the texture for the right arm in Unity is inside-out.

Additional info(…or answer?):

In Above, I used ‘Mirror’ in 3ds max toolbar to create with ‘Reference’ option.
But, instead when I use ‘Clone’ the original object by shift-drag the object with ‘Reference’ option then apply ‘Mirror’ modifier, inside-out problem is gone.

What’s the difference between two actions?

And still I prefer to use ‘Mirror’ in 3ds max toolbar because it is more convenient, and because the 'Clone - Mirror modifier’ed object look strange when I modify the vertices of the original object.

I've had this problem before in the past. If this is your issue you want to attach all your objects into one single object, this should fix your issue. Also try exporting as both .fbx or opencollada files.

use 3d max mirror with geometry, not transform.