I think you can do that only by eyeballing it and checking its settings in Zbrush/Materials tab. It's not that complicated I believe it should be just basic Arnold Standard material with Diffuse - Pure white + Roughness adjusted close visually to the Zbrush. The rest is really basic stuff. The only thing probably that is…
I honestly really love Skinshade4, but unfortunately, Zbrush isn't really my preferred rendering tool. I was hoping that it is possible to recreate that material's look inside Maya's Arnold.
I think ZBrush is using a MatCap for this. This uses an old and super-efficient lighting technique called Spherical Environment Mapping, more about it here on our wiki, including links to ZBrush's documentation about it: http://wiki.polycount.com/wiki/Spherical_environment_map