This question will be closed because it is too broad, but I will give you some tips.
There are different modeling techniques and different purposes for a program. For the ones you mention.
Zbrush is for sculpting, the metaphor is clay sculpting.
Houdini is known for the procedural approach, natural shapes like rocks, natural phenomena like fire effects.
I repeat my old comment: As long as your images do not have common simple shapes such as straight lines or circles very loose warping should be plausible enough. But the light and shadows should be right. Could you accept it? If yes you can do it in 2D.
One of your unused socks is clipped and pasted over an image of a foot as a new layer. A mesh ...
To my knowledge there's no way to use UV data in Photoshop and I'm not sure it would help with this example because the deformation is quite strong: it'd be a job for vector displacement filter (which Photoshop also doesn't have). If I had a task like this I'd go 3d and since you have Blender as a tag, here's a little breakdown of how I'd approach this: