I seem to have run into a problem. I’ve been trying the mirror modifier, but I can’t figure out how to use it correctly so as to not make the model mess up when I scale parts of it or move some vertexes around. Take a look at the bottom of the post.
In the colored image, the normals are quite visibly messed up. Also, there’s something wrong with an edge loop in the middle of the forehead-like region, as you can see, because of some shading issues. I looked at the wireframe and one edge loop has squiggly edges inside, and I can’t figure out why. Another issue is with scaling: when I extrude the outermost edge loop and scale it, it goes in a strange inward up-and-down direction and it makes the quad turn into a triangle when it gets close enough to the seam. I don’t know if it’s because of my own fallacy or whether you’re just not supposed to do that. I don’t know any workaround right now, I’m still a beginner.
I’m thinking the reason why there’s that shading(not the normals) problem in the shaded picture is because, if you look closely, I extruded an edge loop out to encase the mouth within another, and that might have created the weird squiggly effect. I wanted to make that encasing, but I didn’t know that’d cause problems. Any way to fix it?
I don’t know why the normals are flipped(around the teeth where I attatched them by creating faces between the teeth and “gums,” and some places inside, if it matters). I had to re-flip them in weird ways, such as making some point inward to make it look normal. If you want to see an image with all normals calculated outside, just ask.
Anyway, any help would be appreciated. I want to start making creatures and faces, but this mirror modifier has halted me. Any advice on using it would be nice.