And retopology means retexturing as well. I have managed to use Blender (and the bake texture proces) to retexture an object with texture information coming from David (or any other program Agisoft photoscan works probably as wel and gives greatly more detailed textures).
1) Save object in David as a .obj which creates an .mtl and a .png as well.
2) Import Object in Blender and scale .1 (easier to work with).......do the usual texture dance in Blender Render (works better then Cycles I noticed)....
3) Create the retopoligised mesh (either by hand using a surface magnet tool or by a remesh modifier (less cool)).......
4) UV project the retopoligised mesh either by hand or by smart UV project
5) Split the window......make one side a UV map window and go to the UV map window
6) Create a new empty texture (black for instance) for the remesh
7) Select the David 3d mesh and do the usual texture dance with added:
- goto into the material tab of the object and check shadeless (in the shading section)
- goto the scene tab and select color management non (in the color management section)
Press shift and simulataniously select both meshes (the remesh last and active)
9) Goto the render tab of the remesh and check Selected to Active (mode Full Render) and press bake
10) If all goes wel you should see a black empty texture take on the colors of the David texture, thus transfering the texture from the old topology and UV map to the new topology and UV map
11) Save the new texture and whistle "pomp and circumstance"......(< not obligatory step but nice anyway).