ok, i found two things:
-at first the "glow" is just to a high default diffuse-color setting. (0.8/0.8,/0.8 instead 0,52../0,52../0,52..)
i will have a look if that are "hardcoded" values in the blender-exporter.
-secondly i think that there are wrong normals (so appears not smoothed). The normals are stored for each point and not for faces and so sometimes there are different normals at one point so shading is with "borders" (in the image you see this at the side of the head)
I also will look after this in the py.
I only have to find a way how to get smoothed normals by blender or making correct smoothed ones out of the facenormals.
//EDIT:
Hehe, ok thanks you two, your hints were very useful. I did some mistakes whithin the blenderfile: I did't remove dublicated vertices when i importet the model, so its quite normal that he has different normals for different points even if they are at the same place.
For my northemenunits i will change the diffuse and specular values which the expoter writes to a hardcoded value as the appearance in blender are not the same in glest. So in blender the texture looks good on it but in glest it is much too bright.
So this is solved now.