Why this is useful
The practical question is selection and composition: which available parts belong together, and where should each one go? That is narrower and more inspectable than open-ended 3D generation.
What to inspect
Check the asset inventory, the candidate placements Jev could choose, and the resulting hierarchy or transform data. Preserve the original asset licenses and attribution.
Supporting documentation (opens in a new tab)What remains unverified
The toolchain, editable scene output, asset provenance, and final geometry were not independently inspected. Do not describe this as a reproduced workflow.