Deer skull texture test with POP3

Test scan on a deer skull I found in the woods.
Scanned with a Revopoint POP3 in a single session/scan, although paused about 4 times to reposition the skull on different sides before resuming - the scanner tracking just picks it right back up again.
Hit the 4000 frame limit - shame as I felt the phone (S20+) was coping well and would have done a fair bit more I think (16GB RAM).
Used the internal light for textures… which brought my only real gripe, as the geometry came out as expected (I did go into the frames and delete some slipped frames manually).
Texture-wise, although it’s better than previous tests I’ve done using the in-built system illuminator, in the way that there’s no ‘patchworking’ evident, and no magenta bias that I’ve seen before, it definitely isn’t a faithful representation of the colour of the object, even though if you didn’t know what the original looked like, it looks like a decent enough skull texture.
Obviously the reference image has much warmer room lighting than the render lighting, but it’s still way off.
So I took the map into Photoshop and bumped the Yellow levels across the board significantly, and also lowered Cyan a fair bit, which improved things no end. It’s still a bit off, but looks way closer to the original. I used the same lighting preset in both renders in Keyshot.
I’ll try it again at some point using a ring light, as when I’ve tried that before, although it struggles to illuminate deep recesses, it does a great job at reproducing colours more accurately.
So no gripes about the system camera itself for grabbing texture - it’s the illuminator light, although in fairness it does a great job of the eye sockets and other deep areas, and is fine with some quick Photoshop post work if you don’t have a ring light.