That's because of the harsh shadows from one light. In real life, light bounces from every surface. The harsh shadows are created because the light doesn't simulate the bouncing so areas in shadow are darker than they should be. You can mimic light effects a little better through 3-point lighting. Though you do have three lights in your initial picture, I can tell they're all in one spot. In three-point lighting, you place a main light, generally white, and you place two other dimmer lights. One of them is around on the opposite side of the lit object and on the floor, facing in the general direction of the main light. The other is a dim light you use to slightly light up any dark area of the object, generally the area of the object near the ground, to simulate light bouncing off the ground.
Even with the initial light, you can see the shadows are still too sharp, so if there is an option, you should probably soften them a bit.
If your program has it, I think you can also try blender cycles and mental ray, though I'm not that well-read up on blender cycles.
Hey, if you want to make a good looking metal, you absolutely need something for it to reflect on. I've learned this the hard way when I was making a render using metallic shaders, they always look really flat if you don't have an environment map or something that simulates it for the metal to reflect.