Use GGX instead of Blinn-Phong, and use a specular map. That should get you 95% of the way there, although Cryengine uses a slightly different tangent basis and roughness curve.
Yeah, cry's roughness curve is crazy. Also their fresnel is completely different.. Its not impossible to get the same shader, just requires a new brdf if you want something even 95% the way there.
not to mention cry's lighting render pipe is never consistent. so... yeah.
Actually rethinking this a bit, I think that it could actually be a better bet to use Blinn-Phong because the roughness curve is more similar to Cryengine's even if the specular NDF is not. In the pdf they say that the roughness curve was made to behave similarly to a normalized Blinn-Phong with specular power equal to 2^(smoothness * 16), which is pretty similar to what Marmoset does with its Blinn-Phong.
Replies
not to mention cry's lighting render pipe is never consistent. so... yeah.