Depending on how you deal with the MD import in Brush you can derive polygroups and uv master based on them. You're never going to achieve the same result in Max cloth as you will in MD, for obvious reasons.
If that's MD, you really need to bulk it out a bit. Look at the pressure and thickness sliders. If you're using the latest MD, you can copy layers and then create two sides, increasing the overall density and thickness of the mesh.
UPDATE 1 HR LATER Set MD to use 'Centimeters' instead of 'Millimeters'... could this have been the problem all along? MD (CM) > MAYA (CM) With MD set to CM and Maya at CM, the import seems to be the same as at FBX, insofar as the UV's showing at 1.1 instead of 0 on the U + V axis, but that can be fixed by a simple UV…
I saw Zeke in Tacoma and we drank MD 20/20 and Nightrain before the show. MD 20/20 is a fighting bum wine but when the Nightrain hits you it will force you to lie down for 15 minutes.
Sculpting realistic cloth folding by hand is very time consuming. It takes a lot of thinking about the forces being exerted on the cloth, and iterating slowly to get creasing and bunching in the right areas. MD is a great shortcut to getting started on that. It doesn't deliver final sculpts, so going to Zbrush is pretty…