Missing polygons on skinned character.

Yes, I am having some problems with a character of mine. When exported to FBX and brought into unity, some polygons is not rendered. I have unified normals, so I know it’s not that. The model is collapsed to Editable mesh and then skinned. Trajectories have been collapsed before the export. I have fiddled around with the export options, but it does nothing to help.
I have the character exported before the rig when everything is collapsed to editable mesh and ready for rigging, and everything shows up fine in unity then. What is happening here? What could possibly have gone wrong during simply rigging the character?

I hope someone knows, i have already crammed out a lot of animations before I noticed it. It would suck if i had to redo my work, and even then I would have no guarantee that it wouldn’t happen again. :?

Here’s a shot of it:

Scratch that. The normals on those polygons actually are flipped. But i don’t know how. They are not flipped in 3dsmax.
Any ideas as to why?