So I am working on the low poly right now. I am rigging it and also setting up IK chains. That's something all animators should like to hear.
i have a bit of a dent there inbetween the tendons (?) and more of a bulge from the bone aswell. not as stong as on the outer side but in sum its definatley more defined then on your model. but you are right we have very different arms/hands, and we see them all day, so we probably also have very different pictures in our heads. could be thats why its said to be so hard to get right. it looks good really.
there is a thread from far far back where someone used tripplehead2go for 3 monitor gaming setup and he had the 3 hands in full view all the time. (I'm jelly)
Do you mean the world model or the first person model? Because this is for the first person mode and could theoretically be used to make new world models as well, but those would also require a remake of the rest of the character. Also I will be gone till Monday, so I don't know how the progress will be till then.
I don't think anyone will care about the hair on the arms. Not promoting laziness but I seroiusly doubt people will care about individual strands of hair on the arms. We are lucky enough for people to even redo the models.
Found a better way to do the hair. Once I had found that, it only took me about 30 minutes to push it through the complete workflow.
Is there a way to do hair with a particle? Or would it make the arms look like grass is growing on them?
You can't do that in a game without a lot of performance loss. Those hairs where actually particles in Blender. I baked them to a texture. Mind you, this screenshot only shows unlit diffuse. No normal map, no lighting.