Weird thing with mirror modifier

I was working on a 3d model of a character I’m designing, I used the mirror modifier, then decided to sculpt it a little so I used subsurf, these are the before subsurf and after subsurf shots, does anyone know what’s going on and how to fix it?


Make sure the mirror modifier is above the subsurf. They are applied in the order from top to bottom. You want to subsurf a mirrored mesh, not mirror a subsurfed mesh.
Things to check to solve 90% of subsurf problems.

  • Delete any faces that may be hidden inside the mesh
  • Remove any doubles, select all vertices, W / remove doubles
  • Reset any axis scaling changes with Ctrl+A in object mode
  • Make sure all your faces normals are pointing correctly with Ctrl+N.

I did all the things you said, and I applied the mirror modifier before the subsurf, but it still comes up like that. Also when I recalculate normals, it does all this weird stuff but no matter how many times I do it, it doesn’t look right.

If it still looks the same it means that you have internal edges/faces or multiple vertices in the same spot.

How would I be able to tell if there were?

Thanks for all your help, I figured it out, I had faces on the inside of the model created by the mirror modifier for some weird reason, I go it sorted out now. Thanks again,