Thats very vague. It really depends on what level of detail you’re going for.
How close is the camera going to be to the arm?
To what degree do you utilize physics components through out the rest of your game?
What effect are you going for?
How realistic do you want to be?
Are cutscenes going to sweep by the arms?
My interpretation of what you intend to accomplish with Apex Clothing is a form of auto-conforming/animation to the Arm mesh verses the traditional modeling/animation technique. In either solution, you’re still using a separate mesh object to overlay the Arm mesh. I would speculate each to have its own pros and cons in flexibility and performance, but, I personally like the idea of using a cloth simulation for garments (especially for procedural/customizable characters). Its a worthy experiment to try both.
I dont want the tissue to move according to the wind, in fact i just want, when animating, the tissue colliding with the arm to keep the shape of the arm. I want high level of texture, bumpmaps, normal map both for arms (and hands) and the carried weapon.
Yes, some cutscenes are going to sweep by the arms
Well since it’s only going to be a first person perspective.
To be considered is any in game physics or simulation has a cost and anything like FPS hands will always be rendered with in the view port so there is little opportunity to optimize and the use of LOD’s are rather redundant.
But
On the road map is a feature addition to come called vertex animation so you could stage and simulate (bake) the cloth simulation in your 3ds application, if it supports cloth, and export the point cache data along with the mesh,animations, that excludes the performance hit.