https://sims4studio.com/thread/2091/tutorial-01-hair-uv-unwrap
Introduction
My goal is to share with you what I know about uv_1 editing. Uv_1 is a map that is designed to define how a body will deform and change shape. It also define in some ways how a part will move and coexist with the surrounding. This is way with a Custom mesh we need to work on the weight and on the uv_1. There is no need to create a texture that matches it and half on the island is outside the texture. With this tutorial I want to update aaill tutorial by showing you few more steps to get a uv map that looks more similar to EA standards.
**You will need:**The sims 4
Sims 4 Studio
Blender
This is my custom hair I created. I usually unwrap the uv map of the full hairstyle and then duplicate the mesh and create the hat chops.
1_Open your blend file, select the mesh and go in Edit mode. Switch to uv map 1. You can do that in the object tab.
2_In the Uv map editor change the texture to the base skin.
The red lines underline the neck line. If the hairstyle is shorter than the head's neck line the uv map should be on the top part. If the hairstyle has parts that goes to the shoulders then it will have the corresponding part's uv map there. ( following the top uv _1 set up.)
3_ Select the mesh and press 1 on the Num Pad to move the camera to face the front on the mesh. On the left toolbar go to the shading/Uv maps tab, click unwrap and select cylinder projection.
4_ As you can see there is a part that is not symmetrical.
5_Go back to the 3D viewer, press A to deselect, press Z to activate wire mode and press B to activate the Box selection tool. Select the left part of your hairstyle. Use face selection method to speed up the selection process.