Hi!
First of all, in the tasks list you could see that better, 3D-like graphics is planned to try.
Actually, Factorio is absolutely a 2D top-down game, with solely 2D physics, just with isometric, pseudo-3D graphics, having all of its graphic assets as rendered 3D models from different rotations, which makes it look as 3D, but this is an illusion.
That being said, this situation makes such large and active structures as Titans, very hard to represent. The game engine provides no facilities to deal with 3D models. It’s a technical challenge to develop code that will properly draw many separate 2D pictures animated with correct ordering to prevent overlaps looking nice as a whole 3D object, and apparently, a comprehensive code doing this can lead to serious performance degradation issues, because modding tools are limited to Lua programming language, which is slower than C/C++ and of course than GPU shaders, using which such calculations usually done. In addition, this will require huge amount pictures to render and store in computer memory: possible object’s parts
* rotations
* animation frames
.
Besides of visual problem, this may require reworking the control of titans to make legs animation match movement; however, Factorio provides no access to player’s input, and in contrast to drawing, there are no workarounds here. And making more complicated, 3D-math calculations to perform attacks, which is also unnatural for Factorio game engine.
Therefore, for now all the existing titans for now are top-down rendered 3D models, which doesn't fit Factorio visual style, but fits its physics. Again, as mentioned in my ToDo-list, having good experience with 3D, I plan to experiment trying overcome this problem when at least most of other tasks will be done.
And, by the way, there are few normal 3D models of titans available for downloading and suitable for usage.