Problem With Modeling A Mouth...

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Old 09 September 2012   #1
Question Problem With Modeling A Mouth...

Hello, a while ago I began modeling a simple, cartoony face, and it seems I've already ran into a problem: when looking at the face from an angle, an odd line of contrast forms between the lip area and the cheek. You'll know what I'm talking about if you look at the pictures.

I have tried moving around the cheek a little, but to no avail. The deformation stays no matter what I do. I'm really frustrated, because it seems like such a simple problem to solve. Perhaps my topology is at fault here?

Any suggestions are welcomed. Thank you in advance.

By the way, sorry for my English, it's not my native language.
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File Type: png face1.png (47.3 KB, 35 views)
File Type: png face2.png (62.4 KB, 28 views)
 
Old 09 September 2012   #2
Looks like it could be just the viewport shading that's making it look weird from that angle. When modeling sub-d it can be useful to apply a material with a high specular value to better see bumps/dents in the surface as they catch the light when you orbit around. Your topology looks good.

also, you could set up a simple light rig and and do a test render to see if it's visible still.
 
Old 09 September 2012   #3
I agree with musashidan, it may just be shading. Your mesh looks very clean and unlikely to be a problem. Apply a material like say shiny plastic and see if there are any dents or ripples where you don't want them.
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Old 09 September 2012   #4
could it be a problem in the welding of the central vertices?
or maybe an issue with the normals
 
Old 09 September 2012   #5
NORMALS.

Merge all vertex
Set to face
Conform
Soften edge

Is not a error, only you need set the normals each time you duplicate in symetry mode.
 
Old 09 September 2012   #6
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