I'm having problems with models importing into Unity with odd rotations and scaling numbers attached to them. The model I'm trying to fix is a car. Whenever I import the car, the tires are set to ~7 scale, the brakes are ~10, and the car is ~.3. Rotations are also really odd; nothing is zeroed out. I noticed the car from the unity tutorial imports in a nice easy zeroed rotation and with all scales set to 1.
My primary question is this: are there certain standards I should be following in regards to creating a model for use in Unity to prevent issues like this?