Not a bad first go. Here are my comments:
Models: In general, the objects are well thought-out, but you need to bevel your edges. Super-precise edges look unrealistic unless you are working with something truly massive. Also, you need a slightly higher polygon count on the boot. The entire front reveals the polygons that constructed what should be a smooth surface.
Textures: the boot texture is really good, presumably from a photo. However, it is not well mapped to the boot's polygons. There's some stretching going on midway between the toe and the laces. Also, the logo at the top of the boot looks weird because you didn't use a "normals" map, a.k.a. bump map. The rough texture on the Nerf-rubber is a bit over the top. The laces, also, need some kind of texture, or at least a different base material, because they looks unrealistic.
Lighting: This is frankly your weakest point. You've got a spot light shining down, and you've got a "sun" style lamp shining toward the left. Both have shadows enabled. Either of these lights alone would be fine, but together they make for really strange shadows. Also, they are each too bright. See how the center of the image is over-bright? That's because you've put so much light on that point that even a yellow surface is reflecting as white, because you've supersaturated the color. So, one light would be better, whichever one you choose. Now that will make the image look stark and empty, so you could include some additional lights to illuminate the object better, but these look best if you disable shadows AND disable specular lighting. For a softer look, use area-lights instead of point-source lights, if Maya has them.
It's quite good as an amateur shot, and I hope that my comments were constructive so you have a better handle on what to do next. Keeping all these things in mind is hard, which is why God invented critics.