I would bevel the brick model in 3D Max before bringing it into Zbrush. It should have a quick Bevel modifier you can apply to it. A consistent hard bevel in Zbrush can be tricky and can take a bit of practice to get just right. A bevel in 3d max should take less than a minute to apply.
What I mean by the end result is what are you planning on doing with your model of the bricks. The final output should help determine a quick but effective workflow. There are many different ways to obtain the same or similar result. There are also many shortcuts and limitations. Because of this an artist can spend more time doing something that isn’t going to matter.
For example let’s say the bricks you’re modeling are going to be used to pave the yellow brick road to the Wizard. So if in your final output you have the characters of Dorothy and company skipping along the brick path you’re probably wasting time on details that won’t be seen in the final film. Not because the bricks don’t have the detail but because of the camera angle and distance loses that detail. Now let’s say you’re making a film in which a group of mice are following the yellow brick road. The small scale of the mice means the camera may be zoomed in much closer. In this case you’d want more of that detail and individualistic cracks and chips on the bricks to show up in the film.
Now if you were going to use it in a video game of ‘Dorothy: Return to Orz’ then your polygon count is going to matter. In this case you’d be much better off doing a single plane or much fewer planes to represent the brick road. The detail can be added in through bumps, displacement, or normal mapping.
I’m not saying you can’t model the bricks in high detail but depending on your intended output you can save a lot of time by doing a quicker workflow. There are times when it’s better to model the high detail and other times it’s better to ‘fake’ it. A good artist knows when to do what process, as time is the greatest asset and time wasted on detail not going to be used is wasted. One reason to model a high detail is if you’re making a good alpha to use later on.