Thanks so much for the reply Altea,
I did work out how to do it in the end - heh, but it took hours of madness haha.
I agree and understand that Keyshot is not meant to have direct light light sources in the way 3D max would for example, and it does indeed rely on the HDRI environment spheres which surround the object when sent over to Keyshot for lghting. We do indeed have the benefit of adding in ‘pins’ to further cast light upon the model - which are tweakable - but folks like me are irritatingly obsessive and want to be able to do what really shouldn’t need to be done… - I probably should have went to school instead of learning through experimentation lol.
anyway - the lightcaps will go over if you duplicate the model - and resend with lightcaps involved.
I learned this from an Asian guy on YouTube - he couldn’t get a change of matcap or material to go across, he ended up turning both zbrush and keyshot off - reloading both - reloading his head and changing it from red wax to skin - so it looked better - went across no problem.
but - if he sent it to KS as red wax with polypaint, then corrected the skin material - it wouldn’t take it in KS, just stayed the same.
I messed about with this saving - closing - re-opening and it worked
then i realized one can simply duplicate - then light - and send - so problem solved - even if it’s not meant to be done … it can be.
I am tinkering again - and realizing that the HDRI environments can indeed light the model realistically and sufficiently - I just like the idea of blasting in some weird intense and more directed blue light from the side if i want to … so all is well, and thanks again 
P.S. I have a picture of said helmet on my currently being built first ever website eheh - if you are interested in seeing what it did - then it’s www.meschene.com
