Build low two-door front-engine sports coupe / grand tourer, wide rear haunches, big wheels (the one on sheet.jpg) as a production, REALISTIC 3D game asset in Blender, for Forge's asset library. Look at the reference images in this directory with your image tool first: sheet.jpg, previous_final.png, previous_side.png. It must look like a real object from a modern third-person game up close: never blocky, never toy-like, never flat colours. The operator reviewed the previous version (previous.glb / previous renders here) and asked for this. Fix it first, keep what was good: "Art direction critique of v1 (previous_final.png, previous_side.png): it reads as a 1980s box: a flat vertical face, slab sides and a weak rear. The sheet is a modern grand tourer. Fix: a long bonnet that drops to a LOW pointed nose, a wide grille mouth low in the bumper, slim swept-back headlamps; body narrowest at the doors and flaring out into strong, wide rear haunches over the rear wheels; a fastback roof that flows into a short rear deck with a ducktail spoiler and slim full-width tail lamps; vents behind the front wheels; dark sills; 20-inch wheels with low-profile tyres filling the arches with a small gap. All panels smooth, double-curved and subdivided, no flat slabs; crisp feature lines. Overlay your side render on the sheet's side view and match the outline. Keep the contract of the previous version (node names, pivots, Paint material factor, paints in nodes.json, game weight). Start from the previous build script and change what the critique names; deliver the same files." Blender 5.2 is headless on another machine. Write bpy scripts here and run them with: ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/sports-coupe-v2/