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I was browsing SketchFab and found a 3D model I decided to try in Unity.

This is how the model looks in SketchFab's viewer:

enter image description here

When I put it in Unity, I used a Directional Light object:

enter image description here

As you can see, it looks like plastic. I have been playing with the light's intensity, but the model seems to always reflect light as if it were some sort of plastic (unlike SketchFab's viewer).

How can I make it look like the above image?

The model is https://sketchfab.com/models/1ee9b44352c840bda4202895948c30bb

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    \$\begingroup\$ This mainly has to do with the material/shader you're using. It looks like you have specular highlights, and it sounds like you want to get rid of them. Perhaps you want a "diffuse" or "toon" shader? \$\endgroup\$ – rutter Mar 13 '15 at 4:12
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Specular highlights are controlled by the Shader of the Material assigned to the MeshRenderer component of an object.

The standard shader in Unity 5 has a slider for "Metallic" and "Smoothness". When you turn up the smoothness, your object will have a less glossy look. You could also try experimenting with the other shaders Unity has to offer.

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This is entirely an issue of shader configuration.

Without completely reiterating the workflow in the Unity manual, you'll probably want to apply the new Standard Shader and then, using the material charts, and adjust the material's parameters accordingly.

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