Transparent surfaces after FBX Import

Hi. I hope someone here will help me. I have big 3D model created in 3ds Max. After exporting whole model to FBX and importing into Unity, there are some transparent surfaces on some objects. But not completely transparent…it depends on camera view angle. From different angle, problematic surfaces become correct and other become transparent. I thought it is because of normals orientation, but in 3ds max every normal is oriented correctly. I have tried different export options, but with the same result.
Thanks for any answer.

if its about normals on your models facing the wrong way. In your model import settings under normals&tangents make sure that the normals are set to “calculate” instead of import.

If the surfaces are ment to be looked at from both sides you can search for a double sided shader or just duplicate the whole surface and flip its normals.

Also the materials might have been duplicated for some reason.
Try changing increasing the material size number in your mesh renderer to 2 and put a blank material into the second slot.

Tell me if that helps.

I had the same problem and if i selected the transparent object, the selected “Standard Shader” for the shader and then selected the Render Mode to be “Opaque”, it fixed it… but there has to be a better, automatic way… this is not practical with large numbers of these objects.

i work with maya and i’m not familiar with 3ds max BUT i had this problem when i just exported my mesh to mudbox for texturing , you know what is the problem ???

The Problem is when you create your model you do some extrudes , right ?
Now in maya there is a option called TWO SIDE LIGHTING and whenever you check that you see that some faces are reversed , and are black , i think that may be you should search for that in 3ds max and find it to see what faces of your mesh are reversed !!!

I have a FBX model missing some faces and they literally just seems transparent in Unity. After doing a double check, it is because the mesh topology of my FBX is a little bit messed up. There are some abundant vertices on the mesh so after I deleted them and revised the mesh, it became good.