Sculpting this is possible but would take a while.
Simulation is the way to go I think.
To make a toga like this you need to know how it looks when laid out flat (A simple version could be a rectangular sheet of cloth, 2x1 size ratio perhaps).
Create this as a spline in the top viewport in Max then add the Garment Maker modifier and adjust the tessellation so its not too much, but enough to define some basic folds and ripples.
You can then loosely deform this around your character to define how the cloth is worn. No need to fit it precisely at all except aligning the contact point on the shoulder.
Lastly, use the Cloth modifier (or mcloth if you have Max 2013 and up) to simulate the cloth which should then drape nicely and naturally on the character. You may need to define some vertices to adhere to the characters shoulder so the whole thing doesnt slip off during simulation.
The result may not be as nice or as quick as Marvelous Designer, but at least you should be able to do it all in one program.