Hi. Blender is a very versatile program, naturally it has cloth simulation and cloth brushes in sculpting.
I would advice you to actually just reshape existing maxis items to fit your idea better. Most of the garment I see ts4 creators make with MD are shaped no differently from maxis ones, so doing it from scratch is a waste of time in most cases.
But let’s say you want to make something peculiar, the easiest way of doing it in blender would be:
- clone a somewhat similar maxis dress, export its blend, open, join all meshgroups of it into one, delete all body parts from it, remove doubles, quadrangulate the mesh;
- clone a lingerie set, append it into the scene, rename to Body;
- reshape the dress to fit your idea better;
- change the pivot to cursor and make the body and the dress 100 times bigger in Edit mode to bring it to real world size, so that the simulation would be accurate;
- duplicate the dress, hide the duplicate for later, subdivide the remaining dress;
- turn the body into the collision object, the dress into cloth, run simulation. Adjust the settings and the shape as needed;
- once you’re happy with the mesh, adjust the duplicated mesh to the new shape and change its uv_0;
- after that bake the textures from the high poly version to the low poly one;
- bring everything to their original size by scaling everything by 0.01;
- find a new dress that is similar in length to yours, transfer all data from it to yours
you can find many tutorials on this matter by googling « blender cloth brush » (not something you need for a dress) or « blender cloth »