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.
Also not a MD user, but I thought they created the UVs based on the original panel input? I'm also not a heavy ZBrusher, what options do you have there to transfer UVs from your original MD out mesh to the decimated one? (I'm assuming that the original UV looked like a big planar square)
I could simulate it in Max using cloth modifier which I'm sure is the same thing but I'm not sure how to achieve big folds like above, in Marvelous I'm able to actually grab and move the cloth which is fantastic for getting the look exactly how you want, in Max I'm at a loss on how to achieve the same natural look. I'm new…