OK- I will weigh in here - you're in my wheelhouse.
Point 1 - the material.
Your chrome shader's specularity is far too distinct - to get that satin metal texture (not brushed, which has distinct machining lines) you need to soften your specularity. You can do this with increased roughness, a specularity map which is grey versus black or white, or by finding appropriate pre-made materials in your 3D DCC (Digital Content Creation) tool of choice.
A better route you could take would be to opt for a more powerful material / shader solution using PBR methods (Physically-Based Rendering) such as Allegorithmic Surfaces: given you mention both Maya and C4D, I think this last option might be a good move for you longer term.
Note that the hammer & sickle on map shot has visible dirt, scale and low-quality brushed-surface grain on the material - if it was a render versus a practical shot, then they used a PBR material which was very well set up with dirt layers - again, probably an Allegorithmic Surface or a Quixel Mixer scan to material.
TL;DR: you need realistic PBR materials to get photoreal renders.
Point 2 - the lighting & environment
The other big difference in your setup is that all the other images you showed had good solid 3 or 4 point lighting setups on a solid light-coloured (high albedo) surface with GI, rim lights, pops and so on - your render is on a dark or no background, looks like no GI, and has one keylight and possibly a reflector (or that might be the HDRI environment) but is definitely not a carefully-set-up shot.
I'd start with the materials, but I'd also build yourself a template scene file which is set up as a photography / render studio, with lights and reflectors or at least a decent set of studio HDRI environments.
Couple examples of some of what I was talking about above:
Non-PBR but decent looking metal with spec and roughness maps, scratch maps etc - mine from several years back:
Recent image on Stephane Fontaine's Art Station showing Allegorithmic Substance Source material: