1. Start with slightly more base geometry. Here is the result starting with a 20x20 sphere.
The higher the starting density the less noticeable any puckering will be. Also take into account the intended shot distance. If you are far enough away to see the arm all the way to the elbo you'd never see any puckering.
2. You could also go denser still, then bevel the edges and do not smooth.
3. you could also separate the upper extruded portion and you will not have to deal with the corners in the lower part by just cutting off the top and snuggling it up under the upper extruded part.
4. Creases are also an option but I am not a fan of Maya creasing.
5. take it into zbrush make it 80 gazillion polygons. Extrude it. normal map it and then project it back on the unsmoothed maya geo which seems to be the new norm in modeling. (smile)
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
Last edited by ctbram; 30-01-2015 at 11:09 AM.