Creating a Lamborghini Murcielago
Creating the Mudguard
To create the Mudguard, start with making a copy (in the Select window, click right mouse button and select Duplicate from the pop-up menu) of the Hood and then rename it to 'Mudguard'. While working on the Mudguard, it is easier to set the Hood object to Wire Frame invisible (WF-Inv). This helps to keep the view clear of objects you don't need or do not want to see. You can find the necessary controls for this in the MiscTools toolbar, which is located right below the Select Window. If the toolbar is still hidden, simply click on the blue MiscTools bar to open it.

Select an object and click the WF-Inv icon
Go to Face Edit mode and select all faces, except the ones on the vertical side. Then use the Destroy Faces tool (Note: do not use the 'Destroy Faces, keep orphan vertices' option!) to delete the selected faces. The vertical edge remains. Move the remaining part just a little to the right, to create a small space (this is the seam between the two car parts) between the Hood and the Mudguard.
Some tips regarding selection and de-selection of points, edges and faces. There are some very nifty keyboard shortcuts that make the life of a modeler a little easier. They work the same for all editing modes (point, edge, face). We list a few here:
* Select all : Ctrl + a
* Deselect all: Ctrl + t
* Invert selection: Ctrl + i
* Press and hold the Shift key to add something to your selection.
* Press and hold the Alt key to remove something from your selection.

Select these faces and use Destroy Faces.. and you end up with this after destroying selected faces..
Now go in Edge Edit mode and select the upper edges of the remaining faces. Hover the mouse pointer over a selected edge, so it changes shape (pointed cross). Press and hold the Ctrl key and drag the mouse to the right. This creates new faces, which will form the top of the Mudguard.
Note: if you use the blue face handles for this operation, you will not get the correct results.

Select these edges.. Press and hold the Ctrl key and drag to add new faces
After the first extrude, you can delete the original vertical faces from this object, they are no longer needed.Now with this simple technique its just a matter of adding faces and moving points around, and thus keep the shape matching the blueprint pictures. Sometimes check your progress with a test render. While modeling, keep an eye on the important contours of the car model. Note (see next image) how the mesh and the red lines match the headlight area and this grey line along the side of the nose. This is important, because later on we need to work on these areas.

Mesh matches headline area (top view).. New faces added..

Edges selected, ready to be split!
To get the wheel area smooth we need to split the edges into smaller pieces. This gives more control over the points in this area. While in top view, select the edges on the right side of the Mudguard (see above image on right side) and use the Split tool (default value of 1 split will do).

Split tool Split tool options
After performing the split, switch to Point Edit mode and drag the points into position around the wheel area

Points in the wheel area moved into position.
Now again it's a matter of moving the points around. One area requires special attention. Switch back to Edge Edit mode and select the edge as shown in the next image:

Select this edge and Ctrl+drag down to create new faces All faces created and points in place
Switch to Point Edit mode and move the points into place. Of course you have to check all three views to see if the points are correctly positioned.
Now for some final touches. First switch to Edge Edit mode and select all inner edges of the wheel area. Press and hold the Ctrl key and move the mouse down just a little, to create new faces again. Switch back to Point Edit mode to make necessary adjustments.

Edges selected... New faces added (shown in edit face mode)
The next step is to make some edges sharp, so the model will match the reference image. The lines are marked red, for your convenience:

These red lines indicate where the sharp corners must be in your model.
Switch to Edge Edit mode. Select the edges that represent the lines marked red in the image above. Edges sharpness is controlled in the Property window at the Spec tab. Select the Mudguard object in the hierarchy and open the Property window at the Spec tab. In the Selected Edges section, select 'Sharp' from the drop-down list. This makes all selected edges sharp.

Selected edges are set to Sharp, thus creating sharp corners
When done it is a good time to save your project. Here is a test render, showing what we have accomplished so far:

Test render showing the sharp edges
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