I can, but I won't. I never liked the Hades, so I see no reason to make one.
In fact, I can probably make a similar model faster than you.
As proved by my 29857819 models from 192 games made in my time using TS. How many models you made so far? 3?
Don't get all defensive and do that whole mis-aimed lashing out thing you're beginning to do now man - this is not an issue of modelling skill but an issue of modelling applications.

My point all along has been that the bugs in truespace combined with the infuriatingly limited toolset results in hugely inefficient roundabout methods of solving modelling problems. The workflow is more like a rocky river rapid than anything else. I know I'm sounding awfully generic here, but I can give you many down to earth technical situations where the method you use in truespace is far too complex for what the solution actually involves in other modellers.
Remember that I'm not just dissing TS for superficial reasons. I learned truespace and blender at the same time, with more emphasis placed on truespace than blender. For my end of school major work I used truespace to create a cutscene, and doing that required me to get to know the program quite well. Green modeller as I was then, I was horrified at some of the omissions and bugs I recognised as being the logical requirement to solve issues - with no prior knowledge about similar features in other programs. Some animation examples would be a completely primitive lens flare system quite unsuitable for animations, no particle system at all (I actually bought a primitive itch plug-in to handle that and even then the results were so-so).
Other omissions can be found in the modelling tools, like the half-functional weld verts which must have certain conditions met before it will deign to work, no kind of 'join meshes' functionality beyond the unstable booleans, which are completely unsuitable in many cases, no kind of auto normal calculations, no UV auto unwrapping or smart projections, an incredibly cumbersome and slow existing UV mapping utility, etc. This list goes on and I would be happy to expand on it for anyone who is even just curious, but the point is that these are not vague little tools that only occasionally come in a little handy - they are major time and effort savers, and/or allow you to do things you couldn't feasibly do otherwise.
Anyway - let me just again emphasise that this is a debate about modelling tools and not attacks on individual skills, because I
know I'm slow. I recognise that I'm far too meticulous in every aspect, and it continually pisses me off. I mean, I get things done on the whole but it's just nowhere near the amount I want to have done. This whole year I've built: the hades mesh and the in game under construction model used in the ST:R teaser, a new HTL aten, a HTL amazon drone, a full set of asteroids and 2 species debris chunks and a bunch of other varying FSU model fixes and reconversions, the gladius marauder and partway through the vanguard for Yosephs mod, all new high res subspace effects, 2 reasonably complex scenes for the port lucifer survives cutscene, finished off the HTL iceni, ulysses and the Horus, built half a new private yacht for TI and have done tons of testing for PCS2 and collada support.
I think overall I am in fact getting more done, but that just means I've put tons 'more' into each and every project. The hades for example is something like 80 000 polygons; far more detailed than anything I've built previously. What I need to do now is speed up how I do that existing 'more' without putting yet
'more' into them, because individual development time gets impractically long.