The advanced lighting map does use image based lighting. The interface for UE4 is a bit more complex than Marmoset, but it's not much slower if you know what you are doing.
I ended up changing how I was creating, using a different interface, so now I setup Ctrl and Alt to Flip the Edge or Remove it. What a pain in the ass.
Ikken: That's from the same developer as Illuststudio, right? What's the difference between the two? I've just discovered Illuststudio and love it. Interface isn't great, but I'm really loving the brushes.
You can use the PressButton function in the UIAccesor interface: UIAccessor.PressButton <hwnd> In your case: UIAccessor.PressButton pbtn_pick.hwnd[1] The [1] is needed since .hwnd returns the window pointer in an array.
In the Customize User Interface, Keyboard, Group: Main UI, Category: All Commands, bind "sub-object selection Toggle" to a key. This will pop you in and out of sub-object selection.
The skull is way too shallow in the side view. If you are working in zbrush make the interface transparent and place an image of a skull in side view under your sculpt. Nice work.
I own it. I can throw some more complex shapes at it if you want but its literally using the Maya boolean under the hood. It's just a better interface for dealing with it
I ran into that a problem a couple weeks ago too :( The solution was to go to into customize user interface, and under the keyboard tab, next to Group: --> Main UI, check the "Active" button.
Good thoughts! Yes, agreed, i've already replicated much of the canvas navigation. One issue i have with photoshop is that some shortcuts are handled with special code, for example dragging to change brush size. I'm building what i think is the most capable shortcut system possible. Any slider in the app can be mapped to…