That is a very good question.
The answer is a bit more complicated!
The software you named produces meshes and these can be exported in a variety of formats. Leading I'd say is .obj.
As opposed to solid geometry, surfaces (NURBS) and T-Splines which represent mathematically precise objects, meshes have a finite resolution.
Meshes can consist of triangles, quads or other types of polygons. .stl fies for example are usally traingulated high polygon count and are often are not suitable to be directly modified with the solid modeling tools in Fusion 360. In a nutshell, avoid triangulated meshes, if you can!
Z-Brush and Maya work mostly with subdivision surfaces and use relatively coarse meshes consisting of quad polygons to control fine details in a subdivided mesh. If you have access to the originating software and are not just handed files, then you want to export that control mesh in quad form in .obj format.
In Fusion 360 you need to turn of automatic triangulation of meshes in the preferences. Then you might be able to convert that imported quad mesh into a T-Spline that then might be converted into a solid body (BRep). Then you can add featuers with the solid modeing tools in Fusion 360,
It depends, however, also on the number of polygons you are exporting from a sculpting application such as Z-Brush. Sculpting can produce and extraordinary amount of polygons, which is why such meshes are often re-topologised.
There are a number of applications available that allow to automatically re-mesh mesh data (triangiulated and quad meshes ) InstantMeshes or Memento , but these usually result in a loss of detail compared to the original model.