Hollowing out your model can result in a tremendous reduction of material used, and thus money spent. Select your geometry and go to component mode. Select all of the faces of your model, make sure [Edit Mesh -> Keep Faces Together] is checked off, and go to [Edit Mesh -> Extrude]. When the local translation handles pop up, select the blue handle (Z-axis by default) and move the faces in.
It helps to enable X-Ray shading, under the viewport menu [Shading -> X-Ray], to see how far in your are moving the faces and also if any of the faces are becoming distorted or folding in on themselves. In the Channel Editor, the attribute Local Translate Z can be changed for precise hollowing. For example, if you set a value of -0.1, the model will have walls 1 millimeter thick. Depending on the material you intend on printing, the value can be anywhere from -0.20 to -0.05, or 2mm to 0.5mm thick walls.
Below is a cut-through view of the hollowed out hand.
In wireframe mode, you can see the offset faces on the inside. Because they were offset negatively, their normals are still facing outward. This is not physically correct; the 'outside' surfaces' normals must be facing out, and the 'inside' surfaces that we just extuded must be facing in. Since the outsides normals are reversed too, most of the time you can simply reverse the normals of the entire model to correct it. Otherwise, select an inside face, press [Shift + .] to expand your selection until all of the inside faces are selected, then [Normals -> Reverse].
A view of inside the hand, with normals facing the correct direction.