I’m not a professional at this aspect, but these are my opinions on it
Alright, first of,
The Composition on the examples you’ve provided is excellent with the only exception with the first example, mainly because the car takes up almost all the space of the frame making the audience perceived it first more, rather than the character that has the contrast color (white in a dark scene).
As I have noticed the only lacking part in your 3D Renders is the lighting and some minor stuff. I’ll go through each examples and what you can improve on;
First Example
The Lighting on this one is fairly odd, I assume you’re trying to achieve lighting of a cop’s Light Bar. Try using volumetric lighting on the scene so there is of course volume, it gives more depth to the scene, and you might achieve a much more precise Lighting.
The Background is Pitch black, always add a background if you’re going for a scene, You have a Light Source and that light source is being vacuumed by the background making it look like the scene is in outer space or they are in a “fantasy realm”.
The Characters in the scene, The Guy in the back looks very stiff, try referencing a more fluid pose.
The Composition, As I have mentioned above, this one has a fair composition, Try using the rules of thirds.
Second Example
A fair example of the use of Rim Lighting, Too Much Bloom, Its unnecessary and it just hurts the audience’s view due to the bloom and its the only subject to look at. It is making the character look like it has an LED strapped in his body, I suggest using the 3 Point Lighting System on this one.
Third Example
Third Example -
All I can say is that the Rim Lighting is Good. The overall graphic art is Good! It sort of gives me the Borderlands Art Style due to the Contrast it has.
Fourth Example
Lighting is alright, It makes sense.
All I can say that you can improve in here is the amount of details, As I look at it I know its missing a lot of stuff. You want the audience to look at the artwork and make them keep looking at it, give them a lot of things to be interested at, and that is where details come in.
Fifth Example
Lighting is Constant. The subject’s contrast doesn’t match with the sky box, It is making the subject look like a light source itself. It doesn’t have depth and volume, so it will look flat and bland. Use an HDRI for this one, there are a lot of HDRIs out there that matches your sky box.
Overall, I suggest you use Cycles Render Engine, it will simulate and calculate everything around your scene, rather than using Eevee that fakes it and you have to tweak a lot of settings and options to achieve realism.
Learn all about your 3D Software, from its interface to its tools, basically knowledge yourself with its features and know how will you incorporate those information to your artwork.
Have the passion to achieve what you want.
I, myself have only been started this year, and I always strive to know what I am missing, I am never content, and I always know I can do better. Look at inspirations, have fun at the process, and the most important thing is to practice and experiment.