With all the textures ready, I used a default Maya Blinn shader to test my stuff. To get the shader to look metallic, I set Eccentricity to 0.200 and Specular Roll Off to 2.000.
To get the lighting similar to the concept, I used a spot light as the main light at the same angle as the lighting in the concept. I used two area lights for light trimming, one as a back light and another as a rim light.
And as I did not want to use any of the mental ray shaders, I scattered some point lights to generate a specular gloss on the surface of the model, causing the idea of reflection.
For the presentation render, I used mental ray. I have not used an advanced setup in mental ray; I just used Final Gather to help bounce light. I did a specular render pass to make a fake bloom effect in Photoshop.