@kietotheworld: it looks like a grasshopper without legs.
@Thrilla: PCS-convert to cob (don't forget to set the conversion ratio to 1 before, it's 20 by default, meaning the result will be 1/20 of the original) ; Truespace - save as DXF. Almost everything can read DXF. If the faces are inverted you need a unify normals tool. I don't know which program you're using, but in Max it's called Normals modifier, and it has a unify normals option. Max does this when importing DXF though. You should also weld the vertices which are in the same place, by using a weld tool with a very small threshold (0,01 meters is okay). If you don't do that, every triangle will have it's own vertex in the same place where more triangles meet.
1+----------+2
| \ |
| \ |
| \ |
| \ |
| \ |
| \ |
4+----------+3
There would be 2-2 vertices instead of 1-1 at point 1 and 3 and because DXF faces have to have 4 points, each triangle would actually have one extra vertex, so you would end up with 8 instead of 4.
I think it's rahter good the way it is. "Detailed" Doesn't mean having blocks sticking out of every flat surface.
Thanks. That's exactly what I wanted to say. It's much better if someone actually agrees.