I have had a problem with the corners of the mouth, that puzzling spot where the top and bottom lips come together. Finally I took the time to analyze the problem and figure out a solution.
Here’s the problem: the inner lip, the part that’s colored differently and needs to be kept moist, is everted in humans, instead of the upper lip being sealed against the lower lip when the mouth is closed, the inner lips are turned out to a greater or lesser extent. But at the corners, the upper lip does lay on top of the lower lip, and both are inside the mouth, at least, behind the ordinary skin that comes up to the corner of the mouth.
This is a very complex transition, and it looks somewhat like this:
In the right hand image, the loop of inner lip goes behind and inside the loop of skin surrounding the mouth. The key to making this work is to insert a transitional face between the skin loop and the inner lip loop. You can see this face highlighted in the image on the left.
If we take a look at this from the inside, here’s what we see:
I’ve just moved the camera around the corner of the model to get a better view of that transitional face, colored blue.
Now, getting that face in place. I assume most head models will have loops around the mouth and the lips will be loops as well. I’ve taken the model in the images above, and flattened it out. It’s sort of like a UV map - a curved 3D surface flattened into 2D. Not that I mean for you to do it this way, its just easier to explain this way.
Find the edges that separates the skin-around-the-lips faces from the inner-lip faces.
Step 1: Select the edge in the corner of the mouth (left mesh highlighted edge), and delete it. This removes a face from both the outer and middle loops.
Step 2: Remake the outer loop face (second mesh, highlighted face). Cut the face in the inner loop into three quads with the loop cut tool (two highlighted edges).
Step 3: Select the edge and extrude a new face into the gap (third mesh, highlighted face) for the middle loop.
Step 4: Complete the middle loop and make the transition face by connecting edges to form three new faces (highlighted faces in the rightmost mesh).
Step 5: (not shown) Select the face you extruded in step 3, and move it behind the skin loop face that you remade in step 2, dragging the three new faces you made in step 4 along with it.
Then just push the verts around until you like the form, et voila! the perfect mouth corner!
I’ve tried this now on a couple of my head models, and, believe me, it takes less time to do than to explain. Try it out, let me know how it works out for you. Thanks.















) I use both views. Select the lower lip vertex group. In the front view move it up slightly, and in the side view, rotate it clockwise a bit. Deselect everything, then select the upper lip vertex group. In front view, move it down to meet the lower lip, and in side view rotate it, also clockwise a bit.





