lighting issue (can't get specular highlights)

The specular highlights seem to work fine with glutSolidSphere. But I can’t seem to get specular highlights working on a model that I parsed from a file. The model looks smooth so I think I calculated the vertex normals right. Both are using almost the same material and lighting settings. Here is a screen shot:

Here are the lighting settings for the glutSolidSphere:

GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
	GLfloat mat_shininess[] = { 50.0 };
	GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
	glClearColor (0.0, 0.0, 0.0, 0.0);
	glShadeModel (GL_SMOOTH);

	glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
	glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
	glLightfv(GL_LIGHT0, GL_POSITION, light_position);

	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_DEPTH_TEST);

And for my model:

GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
	GLfloat mat_shininess[] = { 50.0 };
	GLfloat light_position[] = { 1.0, 1.0, -1.0, 0.0 };
	glClearColor (0.0, 0.0, 0.0, 0.0);
	glShadeModel (GL_SMOOTH);

	glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
	glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
	glLightfv(GL_LIGHT0, GL_POSITION, light_position);

	glColorMaterial(GL_FRONT,GL_DIFFUSE);
	glEnable(GL_COLOR_MATERIAL);
	glFrontFace(GL_CW);
	glEnable(GL_CULL_FACE);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_DEPTH_TEST);

Can someone tell me what I am doing wrong here?

Perhaps use glEnable (GL_Front, GL_Specular)