The shine is defined by the alpha channel of the normal map. It's called the specular map. The brighter areas are, the shinier they will be. The darker they are, the more dull, or matte, they will be. If you have managed to wipe out the specular map while editing the default textures, you can make a new one by clicking on the Channels tab and hitting new channel, then pasting the diffuse texture into it and adjusting that to suit... or you can just open the original and paste the default specular map back in.
Honestly, I'm just learning this stuff... I think the finish is determined by the mesh--which I'm trying to find tutorials on how to edit in Blender--but if and when I figure it out... I'll do that.
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muttz_nuttz, you're welcome and I hope you like it.
Thanks again Dave
An alpha channel in a regular texture = transparency. Black = invsible White = Fully opaque and everything in between.
An alpha channel on the normal map = shininess. Black = flat White = completely glossy and everything in between. Is this incorrect?
Edit - Yea, what Dave said, heh.