ZBrushCentral

Scale and rotation problem

I have a problem. I have been making a model from a basemesh I created in Blender 3d. My intention is to add some texture by unwrapping the model in 3ds max, creating a texture in photoshop and using this with inflate. However when I export the lowest subdivision and import it into 3ds Max the rotation is wrong and when I import it back in to Zbrush it is also quite a bit larger than the original as well. Has anybody else had this problem. I’m sure it’s something that I’m doing but I’m not sure how to fix it so I can export the model, unwrap it and bring it back in to zbrush with the UVs and have the same size and rotation. Any help would be greatly appreciated. Thanks.

Why not just use UV Master in ZBrush to unwrap?