Well here’s a simple setup with a set of basic lights. It’s not exactly right but pretty close I think. Something to work from anyway.
But really there’s a lot of ways to approach something like this. Image based, final gather etc… So this is just one simple setup.
As well you might need to mix this with an ambient occlusion pass to get that fine detail depending how detailed the model is itself vs. the little cracks and dark bits being part of the texture.
This scene uses a number of infinite lights for that yellowish light and a single point area light for the soft shadow. The shadow is a bit grainy… if you want do reduce that you have to up the samples. Change the area scale to increase or decrease the amount of softness at the edges. Scene was saved with xsi7