Model based loosely on Games Workshop's Dreadnought used in the Warhammer table top games. Basically, a mechanoid which is supposed to unleash death and destruction on all who oppose it, but in actuality would probably fall over if this thing was ever constructed - it's a bit top heavy. A good thing about 3ds max is that what the eye doesn't see the heart doesn't grieve over - see the minigun page as an example. As such you don't need to know how it works.

The basic, finished Dreadnought, ripe for texturing.

Yes, that IS supposed to be a camera, not just an extruded/bevelled set of polygons. And that IS supposed to be a rocket launcher, not a lumpy box.

Looks substantially better when zoomed out, although the upper leg attachment to those cylinders is decidedly dodgy. The scene lighting is achieved through a constricted helix as a spline path with about 100 omni lights following it.

Top-down view of the Dreadnought showing three nice little lumpy sticky-out bits that do something although I'm sure I don't know what. Plus lots of little low-poly rivets.

Toe and leg details, although the armour effect on the leg isn't terribly clear in this picture. The toes are supposed to lend some sort of credible stabilisation aspect so there's the impression it'll stand up on its own. These are attached to the model via a socket joint, in other words, a large, low polygon sphere which is rarely visible. Each toe is hinged from the centre of that sphere via adjustment of their pivot point for use in animation.

Note the rivets in this shot which go clean through the model and stick out on the other side. Hemispheres should really have been used as in any case the spline path can be slightly reduced in size to drag them in so they don't float. Or alternatively I could've just deleted the excess polygons.
Download the final Dreadnought scene.