I mirrored some objects in 3dsMax, which causes inverted normals in Unity. Of course if I look into scale in 3dsMax I can see it has -100% on X axis, which causes problems with normals. The negative scale caused me some problems with animation in 3dsMax too, so I did "reset scale" which fixed negative scale (and problem with animation in 3dsmax), but I still get inverted normals in 3dsMax.
I know some people have suggested inverting normals in 3dsMax, but that would lead to two problems:
1) I wouldn't be able to use instancing while doing a mirror copy
2) It would look wrong in 3dsMax
So...is there a proper workaround for this?