A - When a model is pretty simple, it's really interesting for you to gather comments on the way you modeled it. So a wire view would be better (next to the render view).
This mainly cause a usual error in the very beginning is to raise the polycount unecessarily. We all gone through this
But it's clearly that important that it's better considering it from the very beginning. OR you used nurbs, than I said nothing so far :attn:
B - Also it's good to tell which renderer you used, cause everybody will ask otherwise hehehehe.
C - You should also go and look for traditional "3 points lighting technique". There are quite a lot of examples on the net with explanations. It's good to start with such a template for all new model you start. Seems you used two spot lights OR two point/area ones > crossed shadows are therefore a bit strange.
Now, comments 'bout the bottle.
The hugo bottle looks cool. Seems you thought about really modeling the thick bottom (really important when intending to use caustics and refractions). The cap looks cool too, though I hesitate between polished inox OR glossy gray plastic. The trick here is about the reflections (bottle for sure (and cap depending on what material you choosed)).
: having some environment map on a sphere round the bottle would add these reflections (these will have to be tuned according to need). Or maybe simply setting a map within the ambient chan. Intensity and blurring it IS the difference between inox and gray plastic. (basically, ... there are other details but these are the first to tune).
: dropping some IBL (image based lighting) node within the mental ray settings. "Image based lighting" section. Than you also have to tune reflectivity and blurry reflections in mental ray settings of your shaders.
Observation is the clue, always. And you'll quickly know what you absolutely got to activate when looking at any material. This will come in time, no worry.
Well, lets start with this ... tell me if smthg is incomprehensible
ps : about the small red bleeding inside the bottom bottle ... photons ??? (cause I don't understand how you got it otherwise)