А посмотреть примеры слабо ?
Просто поверните вокруг оси используя для примера следующий код.
// Set the position of the model in world space, and set the rotation.
Vector3 modelPosition = Vector3.Zero;
float modelRotation = 0.0f;
// Set the position of the camera in world space, for our view matrix.
Vector3 cameraPosition = new Vector3(0.0f, 50.0f, 5000.0f);
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
// Copy any parent transforms.
Matrix[] transforms = new Matrix[myModel.Bones.Count];
myModel.CopyAbsoluteBoneTransformsTo(transforms);
// Draw the model. A model can have multiple meshes, so loop.
foreach (ModelMesh mesh in myModel.Meshes)
{
// This is where the mesh orientation is set, as well
// as our camera and projection.
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.World = transforms[mesh.ParentBone.Index] *
Matrix.CreateRotationY(modelRotation)
* Matrix.CreateTranslation(modelPosition);
effect.View = Matrix.CreateLookAt(cameraPosition,
Vector3.Zero, Vector3.Up);
effect.Projection = Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45.0f), aspectRatio,
1.0f, 10000.0f);
}
// Draw the mesh, using the effects set above.
mesh.Draw();
}
base.Draw(gameTime);
}
если что-то непонятно, то напишите что именно.