The .stl files are very detailed, more so than the previews of the segmentation on the screen, in fact for most uses they have to be reduced in complexity, and that is fairly cumbersome. The exported .stl from ITK are too big to easily maneuver in Max even on a robust workstation. Currently I use Meshlabs to open the exported .stl and then I export that as an .obj file full resolution, often millions of faces. Then I decimate it in Meshlabs to some palatable size such as 50,000 faces and also export that smaller file as an .obj, then to clean the mesh up.... I use Topogun using the full resolution .obj file as the reference mesh, and load the decimated .obj file as the "scene" mesh, and then you can use all of the Topomax tools, mostly the relax tool, to easily clean up the mesh and fix problematic areas. Im working to make a detailed head and neck anatomy model that will be compatible with game engines for realtime demonstrations and interactions. Its a long term project, the first parts of which I did almost 20 years ago and am picking back up. To just go from various file formats directly to 3DS Max, the most reliable way is open in Meshlabs and export as a .dxf file, which is the closest export to native max in general..
http://www.jacksonsinus.com/docs/nosecardshome.htm
Peter Casano MD