To texture a mesh, you will need to setup a UV map that defines the mapping between texture pixels and the mesh. You can for example do this straight in Autodesk Maya by creating an automatic texture projection. You could also further tweak the UV map by hand to control the level of image detail allocated to each part of your mesh. Many other 3D modelling applications have similar UV "unwrapping" capabilities.
Important: Make sure to not move or rotate the mesh when applying the UV map and then re-exporting it for processing in SCAN2FX Texture. Also make sure the UV map contains no overlap.
To learn more about SCAN2FX Texture, please see:
http://scan2fx.com/?id=scan2fx_texture