   Inside textures drawn outside.
  Somehow the textures on the inside of my model are being drawn over the top of the outside texture, not sure why.http://i50.tinypic.com/2jd0x3s.jpgI thought it would be a z-buffer thing but I think I have all that set up right.Thanks.   
  It doesn't look like a texture or z-buffer problem. It looks like you're drawing your model "inside out." Do you have culling set properly, and do all of your triangles have the correct winding order?;  It could be the near/far planes not being set up right instead of the z-buffer itself. Most notably the near plane should be a small but non-zero number (try starting with 1.0).   ;  I tried all the cullmodes and none made a difference.This is my projection which seems to be right:Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45), // FOV game.GraphicsDevice.Viewport.AspectRatio, // Aspect Ratio 1.0f, 1000.0f); // Near/Far ClipCould it be the effects file I'm using? This is the HLSL for the technique I'm using: //------- Technique: Textured --------VertexToPixel TexturedVS( float4 inPos : POSITION, float3 inNormal: NORMAL, float2 inTexCoords: TEXCOORD0){VertexToPixel Output = (VertexToPixel)0;float4x4 preViewProjection = mul (xView, xProjection);float4x4 preWorldViewProjection = mul (xWorld, preViewProjection);    Output.Position = mul(inPos, preWorldViewProjection);Output.TextureCoords = inTexCoords;float3 Normal = normalize(mul(normalize(inNormal), xWorld));Output.LightingFactor = 1;if (xEnableLighting)Output.LightingFactor = saturate(dot(Normal, -xLightDirection));    return Output;    }PixelToFrame TexturedPS(VertexToPixel PSIn) {PixelToFrame Output = (PixelToFrame)0;Output.Color = tex2D(TextureSampler, PSIn.TextureCoords);Output.Color.rgb *= saturate(PSIn.LightingFactor + xAmbient);return Output;}technique Textured_2_0{pass Pass0{   VertexShader = compile vs_2_0 TexturedVS();PixelShader  = compile ps_2_0 TexturedPS();}}technique Textured{pass Pass0{   VertexShader = compile vs_1_1 TexturedVS();PixelShader  = compile ps_1_1 TexturedPS();}};  Your shaders look okay. Do you have depth testing disabled for some reason? It looks like the various parts are being drawn correctly, but without depth testing.Can you try rendering just individual parts (base, column, etc.) to see if they're rendering correctly when parts don't "overlap?";  Another option is that the model might be exported with the wrong set of matrices.When using right handed model it might be flip on left handed game and vice versa.   ;  Drawing single parts of the mesh made no difference, still outside textures on top.I'm exporting to .fbx using default settings in blender, rotates x axis 90 degrees on export.Thanks   ;  Just came back to this problem, any more ideas?Thanks   