Ok, so while this so far is defiantly a pattern I’d say makes things easier In the long run it’s pretty simple and anybody could pretty much figure this much out. One part of most modeled hands that I usually see is lacking is the webbing between the index finger and the thumb. Take a moment to observe your own hand and move your thumb around and notice how the skin there moves. When it comes to rigging an area like this it’s very difficult. The skin here almost moves more like cloth since there’s little underneath that area to hold its shape and just the amount it stretches and moves compared to other parts of the body. The best you can do is find the average of the range of movement and try to sculpt that.
So the first step I’ve found to best model this area is to delete the two faces in the crook of the thumb. The two that run up the side of the index fingers, right by the knuckles of the palm.
In my observation of the hand and models of hands I’ve observe that look wrong to me the error seemed to have been in modeling the thumb straight out to the side, In reality if you’re modeling a relaxed pose the thumb seems to come down at about a 45 degree angle. The webbing between the thumb and index seems to travel up and twist from say pointing up to pointing sideways. So we’re going to make our geometry start doing the same thing. Using the middle edge of the thumb I’ll point snap that vert to the knuckles. Holding V is the hot key for point snap. Hold it down for it to be on. It turns back off on release.
Next I’ll cut in a new edge from the lower corner of that last thumb face to the center of the edge across from it.
And then with that new edge point snap it to the middle of the index finger.