Ok... First, WOW.
Second, You really don't need to be doing that long complicated tutorial with S4S. I'd suggest you restart, this time with just S4S/Milkshape/Blender. Those two tutorials are good, but they're far too complicated and use a tool that isn't supported (Here) or needed if you're working in S4S.
You're going to clone a hair in S4S. From there you'll go to
Tools > Modding > Glass Shader (CAS) It will pop up with a box that says it's done, click out, save your project.
Now with Milkshape open, you'll want to import your Sims 3 GEOM in. From there you can Actually redo the UV map. First go into the
Materials Window, Click
New, go to your texture. With your Model Selected and in the Materials Window, Click
Apply .Go into
Window > Texture Coordinate Editor with your Mesh selected. From there you can Move, Scale and Rotate the UV as necessary. Once done, exit the Texture Coordinate Editor and click
File>Export>OBJFrom there you'll tab back into Studio and Export your Mesh file from the Mesh Tab. Open it up and got to
File > Import > OBJ and import your modified Mesh. From there You can assign bones, do the Vertex Painting and set up your hat chops (If you want).
For Bone Assignments. Shift Select the EA mesh FIRST, Then your New Mesh Second. Go into
Weight Paint Mode (Bottom Menu, Click Object Mode) and Click
Transfer Weights. From there you're gonna click to the Selected Menu in Blender (Screenshot Below) and check that the bone assignments copied over. You'll delete all but the
HEAD bone and from there paint the Mesh as 100% Assigned to the head.
From there Tab over to The Other Selected Menu (Screen Shot Below). Now you'll want to check the EA Mesh that isn't the Hat Chops (Now the Hat chops will be obvious, they'll have a good hunk of the original mesh cut away) You'll want to copy the Cut Number from that mesh and go back to your Imported Mesh. Set it up as it's shown in the screenshot (Making sure to paste the cut number you need in from the EA original)
From there you can optionally Vertex Paint. This will allow you to click it in CAS and if properly done allow you to go into the Hair Menu (Or the menu pertaining to your item) when selected. You'll select your mesh and select
Vertex Paint in the
bottom Menu (Same as when you Weight Painted) Now in the Menu next to it, You'll want to set the viewport to
SOLID. You'll note that your colour selected may be White on your imported mesh. You'll want to select that to bring up a menu and go to
HEX and enter the following HEX Code in: 007F08 (Press Enter). From there,
SHIFT+K and your mesh should go from Black to that Green shade you entered in. You're done here. Go back to Textured and Object Mode.
From here Copy the name from the Original EA Mesh (non Hat Chopped) by Double Clicking the name of the Group you need. Then Double click the name of your imported group, clear the name out and paste the Copied name in there. It should do something like S4Studio_Mesh_1.001 or set the EA Original as such. Check it before Deleting and Delete The EA mesh. From there you can rename it to delete that .001 or just Save and import to Studio.
From Studio you can import your mesh, set your textures/swatches up and save, then drop the package in game to look at.
Now, you can either Leave the hat chops alone or create them. There's no method to making hat chops like EA does, so I can't instruct you on how to do them. You don't have to make them or touch them either unless you know what you're doing there. The only issue is that your hair won't work with hats in game and will revert to EA's original mesh when you put a hat on the sim.
This is my best at trying to instruct. If anyone else feels I messed something up or knows of an easier method or can better explain, I welcome you to come in and help out