Outsourcers, freelancers and in-house teams use it as the last stop before the asset leaves the building.
Each check can be switched off per project, or set to show as an error or a warning. Anything you decide is fine goes grey with "Not a problem" and stays that way in the next scans.
Each finding names the part, how many faces or edges it touches and why it matters. Click it and the camera flies to the spot, the faces light up, the UV editor frames the island.

Checker, texel density heat-map, overlaps and padding drawn over the real texture. Open any texture full screen with a list of every map beside it.

Pick the views - material, texel density, clay with wireframe, LOD rows - turn them all at once and render a sheet with the mesh stats and the project's name.

Make a project per client and the scan knows what "done" means there: which maps, how they are named, the normal map format, the texel density target, the limits.

Load LODs from one FBX, several files or a Maya scene. Every level shows its triangle count and its drop from the one before; the project sets the targets. Collision meshes are recognised by the naming of your engine.
Add-ons for Blender, Maya and 3ds Max install themselves. Pull the selection into the inspector without exporting by hand; edits show up a moment later.

Compare the .spp project with the FBX: triangle and vertex counts, UV shapes per material, meshes missing from the painter project.
Every update is archived per asset; compare two versions split, side by side or by flipping, with a table of what changed.
Mark a region, draw on it, write the fix. After the update the same view is captured again - before / after, marked fixed by itself. One click turns the notes into a PureRef board.

Materials, shading, face orientation, triangle and texel density, UV shells, overlaps and stretch, the problem heatmap - each with its legend.

Rules for the pipeline you build for: LODs and budgets, or UE5 Nanite density, solid meshes and opaque materials.
One button opens the model in Blender, Maya or 3ds Max with a new scene - and connects the live link.
Put on a Quest 3: the model on the table at real scale, the scan, the findings and the notes around you.
Double-click any FBX in Explorer to open a light viewer straight on the model - no project, no waiting.
Every finding with its category and elements, in a file you can attach to the delivery.