Mirrored model has reversed normal's (image included)

Hello all,
I have 4 prop houses for my scene. I have made mirrored copies of these houses to easily double the amount of houses. However when I import the houses into the scene, all the mirrored houses have reversed normal’s and the model itself has not been mirrored.

Houses were created in 3ds max. I used the Mirror tool to make the duplicates. Image below of what I’m talking about.

Can anyone help?

Hi there!

I do not know the solution for 3DSMax, I think you have to let it recalculate the Normals (I am a Blender-User). → BUT You can always mirror an object along one axis by settings the axis scale to -1.0

In this case take the left model and just use scale -1, 1 , 1 in Unity. You will have a perfect mirrored house. Make it a prefab (i.E. House1_Mirrored) and you can instantiate 2 Types of houses. =)

Best wishes!

Hey, I know that one! It’s not a Unity problem… But a 3DS Max one.

When you use the mirror tool in 3DS MAX it inverse the normals… I don’t know why.

  • But to correct that problem, you may put the modifier “Normal” in the modifiers stack.
  • Collapse your model to Edit Poly and use “flip button” into the polygon or element selection to flip the normal of the selected polygons.

Instead of the mirror tool, you can use the “symetry” modifier and use your transform to create an inversed symetry of your model.

Should help!

as vra_gou said it is the mirror tool which has this effect.
If you need to use the mirror tool, then instead of copy or instances set to reference. It will mirror preserving the normals. In case in the end you get a dark geometry, selct it go to modifier and turn off or delete the normal modifier. If by mirroring you see some geometries scattered wrongly then before to mirror xhorm the model.