So, I have played around a little with the fissures. The original plan was to use a boolean operation and then animate its history. It worked great with a lowpoly mesh but not so great with a highpoly one. The procedure is the same, however animating the history becomes to much for my computer to handle and impossible to view in the render view. So the boolean plan is scrapped.
Instead I am currently turning my attention toward an Nclott solution with animated cluster deformers. This is a render with only cluster deformers. I need to redo the skinweights though.
I tried to do a version using only ncloth, but I can’t get it to work as well on the actual hand. Furthermore I like the cluster animation better as it divides the geometry much more precisely as it goes.