I actually first attempted this years ago when I was first learning shaders but looking back on it I missed out on a few details. Today I know a bit more and can read the equations a bit better, so I think that this is pretty close. I downloaded the mesh and textures for the heavy, which made things a lot more clear as well.There were definitely some things to be learned from this, namely how important specular and rim lighting are for the TF2 look. They use 2 phong highlights both of which are modulated by a rim falloff, in addition to constant rim lighting. They also use a specular exponent map, which adjusts the power of the specularity on a per pixel level. This causes very broad highlights that are also varied across the surface and gives it a very distinctive look. Hopefully I’ll be able to use what i learned on some of my other shaders.