Hi Boris,
Thanks for your question! THREE's built-in software can decimate scans, and then texturize them, and the amount of decimation is under the user's control. However, it doesn't do bump maps or otherwise bake the textures, it simply blends the color images, builds a UV map and image, and overlays it on the geometry.
There are some tricks to getting really great textures, and the biggest one is to separate the scans for the geometry from the scans for the texture. We employed this with the rubik's cube. The idea is the scans for geometry capture will not capture color/texture at all, and the scanner settings will be set to get the best capture of the geometry. Once that's done, then you would do separate scans that would have the camera exposures set to be brighter, allowing them to capture the colors with more vibrancy. Not alway, but often, these texture scans will not have the same geometric quality as the scans made specifically for the geometry, but it doesn't matter because you have the geometry already. Then, the final step is to align the texture scan to the geometry scan, and once aligned, to delete the geometry captured in the texture scan. Then you can merge both scans together, mesh, decimate and texture. The bright texture images will be used over the geometry scan.
We should probably publish a blog showing this process. It might sound like a lot, but it's really not that big a deal once you've seen it done.
The other part to all this is that for video game assets, you really don't need highly accurate to-the-micron geometry, so you may find that for some objects you can just capture at bright exposures and get great textures/color regardless of the underlying geometry. But, I think it's probably best to have at least a decently resentative geometry underlay, with the good textures over top.
Also, scanning in pitch darkness will not work for textures. You want to have a nicely lit work area.
Lastly, it is very likely that you will need to do a bit of texture cleanup in Blender or another similar program, to get the colors perfect. THREE will make good color scans, but really perfect excellent texture work will require post-processing to add things like bump maps, and to perfect blends and color grading, etc.
Let me know if you have more questions!
Trevor.