I'll see if I can write a little tutorial on the work flow soon.
On this project I had enough ambient light that I did not need any additional lighting. The mouth of the rockshelter is open to the air and some light makes in that way.
I have worked in deep caves where no ambient light was available. What I've found that works, is that I have the person that knows the cave best (normally an archaeologist/artist) hold an LED array to best illuminate the subject. It can be very intense work that takes several days when you're trying to capture ephemeral rock art images. If you're looking to just map the cave in general, having an LED lamp on a tripod works fine and can be done fairly quickly.
The Panther Cave model was built from approximately 2,200 images. I broke the floor into a single chunk and the back wall into five chunks. The main reason I broke the back wall into chunks was to get the best resolution possible for the pictographs textured on each. If I had done the entire wall as a single chunk the rock art would have looked pixelated.
The chunks were aligned and exported out as OBJs and then rendered in 3D Studio Max. I also recommend retopologizing in Zbrush but didn't need it for this particular project.
-Mark