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Make sure that the culling order is correct. This depends on whether you're using LR or RH. If you're not sure, then just try both GraphicsDevice.RasterizerStates.CullFront and GraphicsDevice.RasterizerStates.CullBack to see which one looks correct. Also, you might want to try rendering with your camera's world matrix through Matrix.Transpose.


Use an opacity map! Simply trace the outline of the eye in Photoshop, and make the "visible" part of the texture white, and the part you want invisible black. Then inside 3DS Max, go to your texture's mapping channels and insert the black and white image into "Opacity Map"—and voila! No more silly whiteness. P.S. The reason the black space shows up as ...

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