You can build clothes in Zbrush but it might be easier, especially when first starting out, to model the clothes in Maya. That way you have a simple workflow to model them as you would your character. Or you can opt for a cloth sim in Maya. Plus a lot of nice detail can be put into a model in Maya, especially basic wrinkles and folds.
Obviously you can achieve clothes in Zbrush with a lot more detail but the process of getting them back into Maya, so they can be easily rigged, animated and rendered, might be a bit too much of an undertaking for someone just starting out. As it would involve creating a base in ZB, then detailing and extracting/retopologising the mesh, UV Mapping, Normal map/ Bump map generation and setting that all up in Maya.
Zbrush is a brilliant modeling tool (best out there if you ask me) but if your main focus is rigging and animating, it seems like an unnecessary step in your early pipeline.
"Your weapons are no match for ours! People of Mars, surrender!"
"Um, this isn't Mars. This is Earth."
"Earth? Earth-with-nuclear-weapons Earth?"
[long pause] "Friend!!"