» Mon May 21, 2012 10:30 am
Test your specular settings... If you turn-down specular distance to zero... does it go away? If so... the following may be your issue... (May still be the issue if that does not change anything, because specular-range may only be for the "world" setting, not the self-specular setting.)
You have "Specular" as a solid color of "white"... ? (In daylight, it looks fine because everything-else is lit-up by ambient-light, in shade it looks fine with no light because it is not being highlighted, but near a light-source, the whiteness tells it to reflect the light or "Glow". If you don't have a specular-map, it may just assume you want it white/grey...)
If that is the case... You want pure-grey, to show only mild brightness, or pure black, which should make it non-reflective but it may turn it black in daylight. (If it turns black, use grey 127,127,127 as RGB values.)
Same if you have "Use vertex colors", and you didn't burn colors onto the actual vertexes, the default may be white... Thus, overly bright unless you grey or black the vertexes, or uncheck "use vertex colors".
If not specular, then it is failure of "calculated normals"... Flipping them may work, but it may not... (Normals are the quick-angle face of the vertex faces. Normally you want them facing OUT, and the IN faces should be OFF or invisible, not double-sided... that is just wasting rendering of the unseen side. Used for trees, feathers, clothing, but not normally armor...)
You should be able to "Check normals" which will show them as protruding lines from the center of every vertex, or as one of two specified colors. (Unless you know which color is IN and which is OUT, the color indicators are useless. Even more useless when certain exporters flip-normals when they calculate them backwards.)