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I have a model I'm making, with a mirror modifier and a subdivision surfaces modifier in use, where an ear has "tufts". How do I remove these "tufts" and make the edges connecting the ear to the head uniformly rounded, rather than hap-hardly rounded?

Here's an image of the ear's topology: enter image description here

Here's the ear in object mode. enter image description here

I've tried moving around the points manually, but that only makes it worse. I've tried scaling it on the y axis, but that doesn't help, either, because all the points, underneath the subdivision surfaces modifier, are in a line nice curved line, anyway. I've also tried subdividing the mesh then decimating it, but collapse, unsubdivide and planar ruin the mesh and planar makes a "tuft" worse.

enter image description here

Thank you.

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    $\begingroup$ Your topology looks quite messy. I see triangles, Ngons unconnected vertex and zero sized faces. You should strive for clean topology, with a mostly quad based topology, with an occasional triangle, and good edge-flow $\endgroup$ – Duarte Farrajota Ramos Dec 20 '16 at 1:22
  • $\begingroup$ Thank you. I started again without using the Boolean modifier or using knife project to create holes and it looks better now. I'm still new to modeling. $\endgroup$ – Arthur Heuer Dec 20 '16 at 21:51
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Avoid using polygons with more than 4 edges(except on hard flat non deforming surfaces)....that is where your issues are coming from...there are no edges for the subdivisions to adhere to.

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