Hi game freak16
Thanks for the info. Lee said to me that
Quote: "X10 calculates the lighting on a per pixel basis and takes reference to the direction the surface is facing from the vertex normals and the normal map. It looks like the vertex normals have been smoothed, whereas they should all face forwards (away from the surface). Experiment with normals in the mesh and see how X10 handles them."
Also I realised when importing the .X file Milkshape only imports the mesh and not the animations so when I export again I lose all the animation data.
At least I know what the 2 problems are now but will need to figure out the vertex normals side of things and see if I can get an application which can import .X files and retain the animation data.
Here's how the mesh looks in Milkshape. I found an option under face called reverse vertex order which looked promising but didn't solve the problem.