There are a couple of ways to go. First off, you need to know if you want to retopo your model, or just import it, apply UVs, and texture it. If it's the latter, then this video will help:
If you're looking to use your MoI3D model as a 'base' for further modeling, then you'll want to export it with VERY HIGH POLY SETTINGS. Then import it into the Voxel Sculpting room as a surface model, and then voxelize it at a very high voxel poly count (multiple millions). This should give you a very smooth base to start with. Edit it using the voxel and surface tools, convert it to a surface and then use the Decimate command to reduce the number of polys (75% decimation is good). The decimate command is intelligent and will try to maintain areas of extreme detail.
You can then export it to an OBJ, reimport it, UV Map and texture. Here are a couple examples of voxel editing and exporting in this same fashion to KeyShot for rendering:
OR, if you're creating a game object, you can forgo the decimate and just retopo it (a lengthy re-modeling process) for texturing.