Check out FBX and Collada.
Both are "interchange" formats, meaning in theory they can contain anything a 3D application might produce. So exporting FBX or Collada from one application and importing into another one should transfer everything that is possible.
Of course the above makes the formats quite complex. And issues or bugs in exporters/importers don't quite make up to this ideal. But it's getting there.
FBX is closed format by Autodesk, with freely available SDK and import/export tools. Now that they control almost all 3D applications, I expect it to be more consistent/better across their apps. Collada is an open format originally invented by Sony. Based on XML, which can be a good or a bad thing.
Both of those are not meant to be the final formats that an application or game would use. They are really big & fat & slow (meant for interchange). For the final format, I'd suggest as simple as possible binary format. E.g. a mesh would be a vertex buffer dump + index buffer dump + some header with info. So you'd take FBX or Collada files exported from a 3D application, read them using FBX or Collada SDKs and produce final format.