Just to give some idea of the limitations of Carrara UV unwrapping. This is the “Babyface” model which comes with Hexagon. I’ve unwrapped it using the standard method for heads - seam up the back of the neck to the forehead, then a seam across the forehead. One pin in the centre of the forehead and and another on the bottom vert in the centre of the front neck.
Seems to have unwrapped perfectly in Carrara - until I start painting it, then all sorts of strange things happen - apply paint in one place and it also appears somewhere else. This is a result of overlapping UV’s. The problem in Carrara is that you can’t see these - all you get to see is verts. Also, on my machine anyway, it’s virtually impossible to move anything, the lag is so bad.
Now this is not that bad if all you want to do is slap an even texture on it, but no good if you are wanting detailed texture.
i take it into UU3D - or Hex - and it is immediately obvious what the problem is - see the bright spot in the middle of the second pic? Those are overlaps - and there are many more on the unwrap. Now in Hex and even more so, UU3D, there are many tools to manipulate and fix those problems. What I also found in UU3D is that the model is not all that well made - there are holes around the edges of the ears where the verts aren’t correctly welded. Hex and UU3D also have the advantage that you can put a checkerboard texture on the UV map to visually identify anomalies such as overlaps, stretching and bunching.
When I do exactly the same unwrap in either Hex or UU3D, I get a perfect unfold, without overlaps.
As you can see in the third pic, (if they appear in the correct order) pinning is absolutely essential for organic models - this is the same model unwrapped without pinning. So, for organic models at least, it is no good concentrating on seams and learning pinning later - they are equally important from the start.
Pinning also has nothing to do with pinning it to a texture map - pinning gives fixed points around which the UV’s unfold symmetrically.
The workflow for me is model in Hex, export as .obj, import to UU3D to UV map, export as new .obj, into Daz Studio for rigging, into Carrara for texturing and animation. I use Carrara for exporting the UV map, if I’m going to do the texture in a 2D application.
UU3d has a free trial, which is only limited in that it won’t export the result - and you can’t cheat by doing a screencap, either.