Fantastic work, I'm so glad you finished it in time! Like others have said, it's now a fight for 2nd place!
However, and I know I'll get shot down for this by the masses, as good as it is, it's not quite 1:1 and I have one piece of constructive criticism that would take this from the level it's at now (that is, "It's awesome, not many could achieve what you've done!"), to "It's as perfect as possible!".
Right now the placement of the 'VROOAAAW' decals doesn't match the real car. This is obvious in the comparison shots (and I guess you already know this) but I totally understand why it looks like it does and this is due to the limitations of the editor, but it's not impossible to fix.
I had a similar battle when I made my Falken M6. The Falken logos on the rear quarters are applied over various surfaces and simply applying one decal resulted in incorrect placement compared to the real car. No matter what angle I tried I just couldn’t apply the decal without some sort of bleeding or funky skewing going on. In that instance, the best solution was to apply the logos letter by letter, skewing and scaling accordingly.
That could work well here by breaking the decal up (I’m assuming it’s already one-piece) and manually placing each letter (the doors could remain as one piece for ease) however, you could also achieve great results by making a 'distorted' decal that maps to the shape of the car.
For example, I had to create a special version of the Mine's decal for the front bumper on the BNR34 that gradually gets compressed to allow for the curve on the bumper and stopping it bleeding into the grill.
Normal:
View attachment 765385
Even with 'Align to Surface' the decal stretches towards the top and bleeds into the grill and does not look realistic.
Distorted:
View attachment 765386
Once applied, the compressed area at the top stretches out over the curvature of the bumper and looks like a real decal applied over a curve.
The technique is more akin to old fashioned skinning where you’d have to distort shapes and decals to account for curves as the skin is projected onto the model. I've perfected a method for mapping simple bodywork curves in-game which I’m happy to share, and with patience, the same method could apply to larger surfaces.
In the case of 'VROOAAAW' I'd use a slightly different technique and make a rough outline of the shape in-game or at least, key reference points compared to the real car, then take a screenshot side-on and then distort the decal accordingly so it fits in the space. It'd take time, but the result would be epic.
The time involved would push it beyond the realms of this competition and crucially the under the radar of most GT Sport users who’d unlikely notice the difference and who already think the livery is perfect as it is, and if you already consider it ‘done’ and have moved on fair do’s. But if you’re at all like me and have OCD levels of perfection then it might be worth re-visiting in the future as the improvement would be more than satisfying and if nothing else it’s a great skill to master!