well, honestly, there's two reasons why I didn't put the pistons: first, lazyness (

). But really it would be a matter of minute to add them. second, and main reason in fact: my PC could hardly handle it...if I remember well, the damn thing is around 93000 polys... you can imagine the sufferings of my poor PC. I choosed not to put them, and let some fancy fluff a la Star Trek ( so crappy one, I agree), explain why you can't see them. Synthetic muscle maybe, or some scifi crap like that. I never thought of my PC has being a crappy one, but for really high poly models, it lacks, obviously. really, I'm annoyed by this fact, and I might add the pistons anyway ( regardless of my poor computer's complaints), but really, if the thing on it's own works smoothly, two of them on a detailed landscape ( you couldn't tell from this pic, but it has a damn lot of polys too, plus bump map and other fancy settings) is really draining the viewport FPS down, and in this situation, setting up a scene is more a pain than a pleasure, and I do renders coz I enjoy it. just trust me when i say that the way the thing is designed, it has the most realistic features the small knowledge I have about mechanics ( elctromechanics actually, which makes actual mechanics knowledge even smaller) allowed me to produce

. Anyway, I have an idea: I want to make a trully realistic mech ( ArmS actually in that case, but it doesn't matter), and I get the feeling you have probably more knowledge than I do. So if you feel like it, you could try and make a concept featuring realistic mechanics ( but which would have to sacrify a bit on the altar of polycount ), and I would gladly try to reproduce it as closely as possible

I could base my next models on this basic structure, changing scales and adding various plates to make a wide range of machines ( I have quite a lot of designs

).