Cheers guys,
It's got quite a bit of sub surface saattering on there already, in fact it might be a tad much.
I dont really want to push the SSS lower material over the top, i'll have a tweek in the final render once all the modelings done.
The image below shows the SSS effect, the sphere on the left has SSS on where the one on the right i've disabled all the SSS properties in the shader (so its almost like a lambert in effect), the specularity comes from a transparant blinn thats screened over the top using a mix20layer mental ray shader.
"No pressure, no diamonds" Thomas Carlyle