Rather than trying to create highlights with strong light, try increase the specularity of the shaders to "bounce" back more light. Some of the shaders (yellow in particular) look flat, possibly lamberts? Lamberts have very high difuse attributes which means that the light is scattered or "absorbed" hence not real shiny.
Muck around some with various lighting arrangements, experiment with the material attributes, and hypershade. Then get ready for the "fun" stuff, creating your own textures with UV maps.
Hope to see more of your work.
AIM: mhcannonDMC
"If you love your job, you'll never work another day in your life."
Last edited by mhcannon; 20-02-2005 at 03:39 PM.