pre-shading is an artistic technique commonly used on painting scale miniatures. the
idea is to figure out where the light will hit the unit, and exaggerate it, so that regardless
of the lighting condition, the model will still appear to be being hit with light from the
same angle.
for instance, that text is colored in a gradient indicating light at the top, and shadow at the bottom. if you were to turn the monitor 90 degrees clockwise, the light would appear to be coming from the right.
of course, when applied to game models, you have to be conscious of all of the possible angles the unit could be viewed at... with your box for instance, it flips and turns as it moves around the battlefield, so directionally pre-shading isn't really an option; it would look strange once the box has flipped 180 degrees, because the light would be coming from the ground.
what i would suggest is to look at the relief of the surfaces of each face (so for each side of the cube) and highlight the parts that are furthest from the centre of the model while darkening the ones that are closest... so you'd be highlighting protruding elements like the lips, eyelids, cheekbones, edges of the cube and soforth, while darkening the inset parts such as the mouth, the eyesockets, and the line determining where the "face" meets the "cube".
sounds complicated, and there is no real set-in stone rule to applying this technique to 3d models for games... in fact, many people simply skip the step. however, if you play around with it, i think you'll find it's fairly easy to learn, and certainly enhances the look of your work.
and because a picture is worth 1000 words...
this is PROBABLY how i would approach highlighting / darkening your model, not sure exactly because i dont have the model itself... just worked on the face area as best i could. for lightening areas, i used a "value" brush of pure white with blurred edges, for the darkening i used the same but pure black. im sure you can do a much better job of it; this was just an attempt to illustrate my example.