Unity 3d views opposite side of models.

When i import models from Autodesk Maya 2010 into Unity 3d some parts of the models seem to show the opposite faces from where the view is. This is sort of hard to explain, so heres some screenshots of one of the models im having trouble with.

Whole Model:
http://s666.photobucket.com/albums/vv24/Scalbion/Import%20Glitch%20In%20Unity%20With%20Knight/?action=view&current=ScreenShot1.jpg

Front of Helmet:
http://s666.photobucket.com/albums/vv24/Scalbion/Import%20Glitch%20In%20Unity%20With%20Knight/?action=view&current=ScreenShotHelmOutside.jpg

Inside of Helmet:
http://s666.photobucket.com/albums/vv24/Scalbion/Import%20Glitch%20In%20Unity%20With%20Knight/?action=view&current=ScreenShotHelmInside.jpg

If you look at the helmet in the first screenshot you can see a black cylinder that is actually inside the helmet, the cylinder sticks through the helmet a little but not all the way to the outside, so its regularly not visible from the outside view. But for some reason you can see through the faces that are on the outside when the camera is viewing the outside.

In the third screenshot that views from inside the helmet you can see the faces that are on the outside of the helmet. And that’s my problem. Here are screenshots taken from in Maya of what the model is supposed to look like.

http://s666.photobucket.com/albums/vv24/Scalbion/Import%20Glitch%20In%20Unity%20With%20Knight/?action=view&current=Screen4.jpg

http://s666.photobucket.com/albums/vv24/Scalbion/Import%20Glitch%20In%20Unity%20With%20Knight/?action=view&current=ScreenShotHelmOutsideInMaya.jpg

http://s666.photobucket.com/albums/vv24/Scalbion/Import%20Glitch%20In%20Unity%20With%20Knight/?action=view&current=ScreenShotHelmInsideInMaya.jpg

This seems to happen to meshes that are flat or very thin, and if i make it much thicker then I want it to be then it may not do that, but you can see why i don’t want to do that. Anyways if anybody can help me with this or has any suggestions, let me know.

You need to flip the normals in your 3d package…not sure how to do that in Maya. just google that.

IT WORKED!

I didn’t know the normals were inside out XD. Thanks man.

Yeah, it is easy to wind up with inverted normals in Maya on accident. The default rendering mode for Maya is double sided, so you can’t easily tell if you have accidentally inverted your normals while modeling. I turn double sided off in my render setting in the mesh attributes so that I always know.