Once you export to any standard format it is up to the new software to determine how it is rendered. Blockbench creates very simple models and textures that can be handled by pretty much any renderer. I have tried the same models in Blockbench, Asset Forge, Blender, and Godot, and they all render pretty much identically if you use an unlit shader. Lighting changes things, but the model formats themselves work fine. Behind the scenes a model is just a collection of verts, edges, tris, normals, uv coordinates, and throw in a texture map or two with some metadata and you have the .obj format. .gltf, .dae, and .fbx have animation information as well, but they are portable, just like .txt or .json.