I know that there have been a couple of discussions on clothing, including one about a month ago. Nothing for dresses, though.
You should be able to use a Plane3D for the cape. Draw on it in Edit Mode with ZADD or ZSUB to shape the folds. You can also use masks and deformers like Offset.
If you really want to go the full 3D route for the dress, you can use a Cylinder3D or Spherinder3D with the initialization settings adjusted to make it hollow. Then you should be able to model it like the cape.
Other approaches that I know have been used by people have been to model a Sphere3D to create clothes (remember that it doesn’t matter, if you’re only using the object in ZBrush, if the clothes are really hollow. Nobody is going to be looking inside of them. Most people model the clothing as a part of the body. Visible body parts (neck and wrists, for example) are modeled separately and fitted to the appropriate parts of the clothing piece.
Yet another approach has been to model your person with only basic attention paid to the parts that will be hidden by the clothes (just to give you a guide). Then you model the clothes around that with a Plane3D. Since ZBrush is from a fixed POV, it doesn’t matter if the character’s backside is showing cheeks to the wind!
The final answer as to what approach will be best for you will depend upon your final use for the article of clothing. If it’s just for in ZBrush, then I really wouldn’t bother with anything that can’t be seen from the camera’s POV. If it’s for export to another app, then you’ll have to try the hollow 3D primitive approach.
Hope that helps! I’m sure other folks will have ideas, too. 