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