Agreed with the others. For me Itseez3D produces better results consistently then skanect...
After I have a scan I email them to me and open first in meshlap to scale it (usually my factor is about 100 - which gives me a 4-5 inch tall full figure). Resave as _scaled.
Then into Meshmixer to hollow and make exit holes, its just super easy there... - ... If you save as OBJ format w/ vertex color you don't lose the texture although I think it changes the name of the texture file being used (ends in _materials?) Save again as _scaled_hollow.
You can test it for color and verify holes by opening it again in Meshlab. ...
For Shapeways i have to then re-export it as a .x3d file, Then zip up the x3d, and the newest texture file (now ending in materials_0) and send it in.
For Scupteo I stick with the OBJ,MTL and texture files from MeshMixer, zip those up...
This is very basic - but it works for my hollow cost efficient models.
I have yet to master the art of meshing with the mesh/texture to improve quality. I have watched James and his Crowtree studios tutorials (which I highly recommend), but always get screwed up in blender. If anyone can offer some tips on improving the texture in blender or a another nice video of it that would be great.
One thing - in Meshlab you can turn the lighting on and off with the lightbulb on the toolbar. That alone can make it look a ton better - but i can't get that simple change to stick and be permanent. Does anyone know how to do that??
skiller