Looks fantastic man :) Try checking that the Y-channel isn't inverted on the boxes' normal map - might just fix the problem there. Looks like it's picking up light information wrong.
You should only bake normals for Cryengine using Xnormal, using the tangent space plugin they provide for it (CryTB) and a swizzle of X+Y-Z+. Otherwise, you'll get shading errors.
What did you use to bake the Normals? Flip the Y/Green channel and/or X/Red maybe? Also, did you mirror and weld the mesh BEFORE baking the Normal Map?
Try this one : http://www.creativecrash.com/maya/downloads/scripts-plugins/modeling/c/search?search=xyShrinkWrap&x=19&y=20 if you can't get the other one to work.
It looks like your translating his groin forward, don't do that on a cycle keep it in the y. There is definately some noise or something in the groin area. The toes look broken make sure they flop down if that's what your going for.
you can override the "ReflectionVector" used by the cubemap node. Something along the lines of: So drop down a new Reflection Vector node and use Vector component node to 1-Y. Then plug the results into the cubemap ReflectionVector node.
I've had this before. Keep clicking rapidly, the official source sdk tools are totally broken and unusable. I've even had situations where normal maps needed the Y inverted in engine, but looked fine in model viewer...
you need to set the address X and address Y properties to 'CLAMP' in the texture you're using. These properties are found when you double click on the texture to get something that looks like this: where it says "TA_wrap" change that to "clamp"