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You're moving a 3D model between applications — from Maya to Unreal Engine, from Blender to Unity, from ZBrush to Substance Painter. The file format bridging them is almost certainly FBX. It's the de facto standard for exchanging rigged, animated 3D assets across the game development and VFX pipeline.
FBX supports geometry, materials, textures, skeletal rigs, blend shapes, animation curves, cameras, and lights — basically everything a 3D asset needs to function in a different application. Autodesk owns the format and provides the SDK, which is why support is near-universal in commercial 3D software. The catch: FBX is a proprietary binary format with no public specification, which means open-source support depends on Autodesk's SDK or reverse-engineering efforts.
Blender (free) imports and exports FBX well for most use cases. Unity and Unreal Engine import FBX natively — it's their expected format for 3D assets. Autodesk FBX Review (free) lets you inspect FBX files without a full 3D application. For web delivery, convert to glTF instead — FBX is for production pipelines, not end-user distribution.