Modeling the pores is not only pointless, it's too time consuming to even consider. Such high-frequency detail is best handled with bumpmaps. Hell, the models used in movies don't go far beyond 20 million polygons subdivided. Cut down on the subD levels since they're usually meant for closeups and you might have a 1M model for game usage (at least three generations from now). First we should see things like realtime radiosity lighting implemented, though.