you need to create UV coordinate for your model.
it can be done in photoscan when building the texture: the dropdown menu 'mapping mode' has several options (generic, orthophoto, ...).
each method will assign the model a different type of uv coordinate and the associated texture. the problem is that the generated textures can not be easily modified.
better option is to use zbrush which have a powerfull tool called UV Master.
but to do that you need to dramatically decimate you model (100k-200k max) and create polygroups to control the parts remaining together and optimise the area used in you image.
once you have UV coordinate on your model, you can import it back in photoscan an use the option 'keep uv' when building the texture.
I recommend you search for tutorials on these subjects (decimation, projection, uvmaster).
whatever the technique, zbrush is handling textures differently than other 3d software: V coordinate is inverted
in zbrush: import a texture and then click on the flipV button
outside zbrush: apply a vertical symmetry of your image with your preferred software
good luck !