Well if you consider randomly adding polys to all meshes realistic then yeah. If you ask me Tessellation still has a long way to go and when it can be applied to individual meshes at varying degrees then it will be ready for TES.
Really? I've never seen a dark skinned Nord before.
About tessellation... I actually know the way the technology works on a graphics hardware level, and I don't understand how you could ever imply it as being "randomly adding polys". It just shows that you honestly don't know what tessellation is and what it is good for. The way bump mapping appears to add detail must be completely random too. Not based on a bump or normal map or anything, using a lighting equation. :rolleyes:
We may as well get rid of bump mapping too because the only good solution for you must be the original 1M poly meshes straight out of Zbrush. The reason tessellation is so great is that you can simplify the base meshes, which saves an incredible amount of bandwidth, and lets you perform all transforms (rotation, scale, translation, animations) on the lower quality meshes. Then, after the fact, the tessellation uses the height map to apply the higher detailed geometry, which will look nearly identical to the original source mesh from Zbrush. It's an impressive technology, and will eventually be like what normal mapping is to us today.
Why can't people tell when shadows are on a character. Look at the bar maiden on the other side of the room, apparently she is only a redguard on the right side of her face....
Yeah, I really don't understand why everybody thinks the bartender is a Redguard. It's a Nord, end of story. He's in the dark, his face is in shadow. You can even see his beard, which would be pretty hard to see on a Redguard. And he has a mullet which typically goes against the Afro-centric hair styles of the Redguards in Oblivion. His face shape is also not Afro-centric.