Subdivision sketch: Hemispherical helmet. This is a brief look at a few basic strategies for routing topology around cut outs and panel lines on spherical [and ellipsoid] surfaces. Note: there's several different ways to structure spherical geometry. Since this write-up is specific to basic subdivision modeling only basic…
Only thing that uses some kind of lightmap in Cry Engine is the terrain. You can calculate a "sky accessibility texture" for it, which is basically an AO map.
Very cool! I'd say go with CryEngine for a scene with this much lighting. IMO, Cry's renderer is leaps and bounds ahead of UE3 in outdoor lighting conditions.