Producing a UV map from an object in Blender entails splitting the mesh cage to accurately, and without distortion, unwrap each mesh face onto a flat map. Now, a head is a complex mesh, so working out the best method of splitting, or creating seams, can be frustrating.
In this recipe, we will learn how to choose seam points and also how to control the resultant UV map to minimize distortion. You will learn how to pin control points and manipulate the UV map. You will also discover how to maximize the available UV map to give the best resolution to the important features of the face. All these tools are available within Blender but not well covered in documentation or tutorials currently available.