The light effects/shadows are just achieved with real time light mapping, and I'm in the same boat as I'm not sure how DBPro implements that either.
I'd suggest to just keep learning the 3DS, along with DBPro. In addition to that you can decide however you want to create your assets. This could be achieved through a 3D modeller (3DS in your case), 2D image editor for textures and all else relating to that, music creation, such as using FLStudio, shader creation (using Dark Shader), other custom tools that TGC has (Plant life, 3D world studio, and a million others), and tons of plugins to help present those assets, in your game, the best way that you can. Personally I would stick with 3DS when making levels, from what I've seen the work's a little harder, but the results are more satisfying.