These boots are modeled using film posters, images of collectible figures etc. So textures and normalmaps are made manually. Delete groups are used, special rigid groups are used for toeboxes and knee-armor. Not every pose will work obviously. To get the same metallic effect, connect the color input of the glossy shader to the output of the texture, reduce roughness to 0.1, delete fresnel and use a fixed value of e.g. 0.7 for the diffuse/glossy mix node. The transparent node is not used. You can also duplicate the material and use a more diffuse mix for the leather straps and the soles. The demo picture is created this way.
CC-BY - Creative Commons Attribution