Heres my idea of a layer-entity version.
Im pretty sure the angles are correct because the yellow parts are fully exposed.
BUT, it seems the angles required make the tiles look a little oddly-placed.
Here is the code I came up with.
(Ive chopped out almost all your original code and commented bits for ease of reading)
void hand_create(){
while(int_gameState == gameState_change){ wait(1); }
int i; for(i = 0; i < hand_max; i++)
{
ent_gameHand[i] = ent_createlayer("tile.mdl", NULL, NULL);
vec_set(ent_gameHand[i].x, vector(500, sin(i*60)*180, cos(i*60)*180));
ent_gameHand[i].pan = atanv(ent_gameHand[i].y/ent_gameHand[i].x)-90;
ent_gameHand[i].roll = 90+atanv(ent_gameHand[i].z/ent_gameHand[i].x);
vec_fill(ent_gameHand[i].scale_x, 4.5);
ent_cloneskin(ent_gameHand[i]);
}
}
FYI :: Shadows dont appear on view entities either, I just noticed...